Pretty much done with the sculpt save for cleaning up details. Then on to retopo/texture/pose. Didn't render his views out with nice BPR this time; was faster just to do without and I'm a bit tired.
Doing Sammy the Starfish from a thread on our FIEA art fb group. Done by my old professor Nick Zuccarello:
I don't want to spend more than a week or two on this guy but I've got a good start so far. He's a nice break from bigger projects:
Been working for a few hours afterwork on her. I should have her completed by either tonight or monday night. She will need some more cleaning up but I think I'm going to hit around 7.7k tris including her helm and staff(which I still have to model). I took a marm render to show the details a little bit clearer. I am going to go back and redo her top fins. I found a better way to lay out the mesh around the base of her bottom fin that will deform better. I thought her face would be the most challenging part and that ended up being the easiest.
Part of her geo will need to be collapse and cleaned up but that won't be a huge issue.
Learning how to retopo in 3dCoat. Love the program so far. I am finally coming back to my Nami project after shelving it for months. Her chest is a bit dense atm but I can trim it once I have all my loops laid out. Arms are fine, face is fine. The boobs get covered by armor so I have to figure out what I want to do with the geo. Her chest piece and headpiece are the only separate pieces of geo. Everything else will be part of the main mesh. So far its working out. Aiming for 10k-15k tris. Will probably hit lower once I do another pass after the retop.
I entered the HOS contest from Blizzard that Deviant art was hosting. My entry is here. Azmodan is my main when I play HOS and I love the Blackheart Bay map so I wanted to try to integrate him into that theme. Murky has several ocean themed abilities including summoning a giant octopus to grasp an enemy and I thought it would be great to make a water/ocean based fight scene.
This was my final image:
These are all my process shots:
I'm a week behind in posting about last weeks life-drawing. I can't even remember what I was going to talk about strength/weakness wise. Uhhhhh I am good at butts, (and if you're going to be good at something why not that?) and I'm getting good at weirdly angled feet. This session was probably my worst of them so far. No idea why. Loved the model though; can't decide if her head was just slightly bigger in proportion to her body or if this is a thing I regularly do(make heads bigger) that I need to change:
I just had a bad night in general yesterday. I think I was tired from work, kind of cranky and stopped for coffee which left me a bit restless and jittery while drawing. No more coffee before/during a class. We had a reporter observing the class and he kept coming and standing behind me while I worked which made me a bit nervous too. He asked me some general questions after class about why I was doing it. Basically said life drawing is the fundamental to creating human characters that are believable; it teaches you so much about understanding form in space. Also I just feel like going back to basics helps improve all my skills. I feel like sometimes 3D tools like Zbrush makes it too easy; its easy to cheat/fake a lot that you just cant get away with working from a real figure in meatspace. I'm going to switch from vine charcoal to woodless charcoal pencils next class to see if I can work on my line quality a bit more.
At first I hated the left one, but the more I look at it the more I really love the negative space that is between the legs. Also the angle/perspective on the left foot, along with the body weight works. One on the right is my favorite 5 min. Weight of the body works well against the right leg. I think I may have exaggerated her left leg a bit too much in its point. I love how her stomach and torso curves up.
Originally I was kind of blase about this perspective but doing just her back proved to be a lot harder because you really have to concentrate on all the sub shapes of her hips, shoulder blades, and waist and not just the overall torso. Also I was cursed once again with the Strange Perspective Foot. Her leg was crossed and shoved downward with her foot hanging out of the side of her body. She was also leaning slightly forward on one of her knees.
I couldn't color correct this one enough to show that I did some highlights in pinkish chalk. Her right hand looks like Chultlu is emerging from her wrist. I think I accidentally smudged some of her fingers together
I really liked this one, and was happy that I was kind of able to get how her right ankle/foot was twisted and shoved under her left ankle. Her left foot is too big and the angle is slightly off. She was really lanky but also had very square and sharp shoulders.
Update from last night's session. Went better than last week, proportions are better. My 1 min gestures are still garbage though. My best time range in terms of getting a quicky structure down seems to be in the 5-10 min range. We haven't done anything longer than 20 min yet so I find myself getting stuck on parts of the body like my rage inducing foot-in-perspective on my last 20 min. All drawings are 18"x24". We do the entire session standing with easels which, truth-be-told, is the proper way to do a life drawing session. No lazy sitting with your canvas on your lap.
Our model was different from last week and was shorter than I was(and I'm almost 100% sure she modeled for us at FIEA a few times) and she had a bubbly butt. Bubblebutts are fun as heck to draw, especially how they connect to the lower back and hips. Lots of fun muscle-fat connections flowing into eachother.
I hate taking pictures of these drawings 'cause a lot of my pretty line quality gets lost in digital form. Will try to show close up details.
I liked the stance on the left better(especially her back leg heading back into perspective) but her head is waaay too big; teacher loved the one on the right; movement through the figure is better and proportions are much better overall, but the figure isn't weighted to the ground. Her left(front) foot should be holding more of the figures weight.
20 mins Left is ok. Face is blah but overall figure's proportion is great, and her left hand is good. I struggled for a long time on getting the perspective on the right drawings foot.
This was was probably my best for the evening. Love the legs and the perspective on the feet. I struggled with the perspective on the arms and but feel like I nailed how the elbow flows into the lower forearm. I generally don't bother with the face on shorter figure drawing sessions save for getting the overall proportions and perspective down. I'd much rather concentrate on the figure as a whole.
10 min Blind Contour
We did a quick contour exercise(usually you are suppose to do it for 30-45 mins) but basically you stand parallel with your drawing arm's shoulder flush with the edge of your canvas so you can't see what you are drawing. You keep your eyes totally focused on the figure and you never pick up your charcoal from the paper. The figure becomes one long continuous line. It's a great exercise for hand-eye coordination and teaching you to slow down and really see the figure, bumps, warts and all. If you don't really know what contouring is an an exercise the drawings can look fairly hilarious.
|Jen Melnick3d Artist and Illustrator||
All Images Copyright © 2011-2016 Jennifer Leigh Melnick.