For a large part of this year I have been working steadily through Scott Eaton's anatomy course and I have finally finished! It's been very information dense and pretty exhausting but so worth it.
Based on my newfound anatomy knowledge I decided to revise my cyberpunk orc character and fix some of the anatomy issues I could now more easily pick up on. Mostly the proportions were a bit off.
I try to make the goal of getting acquainted with a new software each year and as you might have seen in my last blog post, I was working through a Udemy course on Unity. That also got wrapped up with me making my final level exploring switches, platforms, tuning enemies, creating interesting terrain paths, dialog boxes and health crates. I've been looking at tutorials from small indie game creators on how they make cute little 2D games and that has now peaked my interest, looks so fun. Being interested in too many things with too little time is always my one big problem.
Amazing writing for the dialog boxes! (lol). This was all done using the Explorer 3D game kit.
My comic gets neglected due to my focus needing to be on leveling up as a concept artist, but I squeeze in working on a page here and there where I can. Here is one of my latest finished pages as well as a geometry block-in for the next page. Scroll down to see some buff 3D glutes and abs.
If you've scrolled all the way to the end of this, thanks for having a look at what I've been up to!
Things have been quiet my side for quite a while now. A lot of art goals pretty much flew out the window this year due to a lot of hectic personal stuff going on, some of which involved me being sick with Covid for a good three weeks. Loadshedding doesn't help much with productivity either.
Through it all I've still been going along with personal studies when I have been able to. Decided to take a deep dive into anatomy as that is something I tend to take for granted and assume I know pretty well. I've been learning a lot and always amazed by how much I still don't know. It's painful to look back at my work and see some glaring problems but great to see my eye is becoming more trained to be critical of my own work.
In addition to that I've also been working through an introduction course to Unity! Scroll to the bottom to see the Sandbox level I've created using a free downloadable 3D game kit. Learning lots of interesting things and seeing it all come together in the final part of the course where I create a level based on everything I've learnt so far.
That's it from me for now. I will be back soon with more anatomy studies and the final level I've created in Unity.
Some of the reference pictures I studied from can be found at https://www.bodiesinmotion.photo/
So for about the past 3 months or so I have tackled a personal project for my portfolio with the goal of exploring something fresh and different and trying to push myself to grow in new ways.
I tried exploring something with a Japanese Cyberpunk theme and mech design. I started with lots of research on culture, drawing and exploring. After lots of meandering and struggling to pin point what direction exactly I'm taking this in, realized this is becoming an overly ambitious task. The directions one can go in are endless and I am very fond of over complicating everything for myself it seems. I eventually decided to try designing mechs to resemble characters from Japanese Kabuki theatre. It's been fun and interesting but also reaching a place of mental fatigue where I just can't decide if I like the direction I'm going in or not.
So going to put this on the shelf for a while. Hopefully later I can look at it again with new eyes.
Reference taken from mjranum_stock on Deviant Art
Photo for ref found here http://www.statue.com/Products/Famous-Sculptures/Hermes-Bust-12-High-Statue.html
Rim light studies
Now back to heavy concept grinding!
So in between having a sore hand strained from gripping my Wacom pen too tightly and moving into my own apartment, not much personal work got done recently. I have however, since August been working through my book Framed Perspective Vol 1 by Marcos Mateu-Mestre, as well as some tutorials from Modern Day James and Feng Zhu.
Perspective is one of those technical, less fun and exciting fundamentals to work on and I have never really dived in and studied it properly. That lack starts to show up in your work eventually and even if you're drawing over some 3D geometry created in Blender, a fundamental understanding of perspective is still needed to draw things on top accurately. So using the Photoshop line tool and my left hand, I decided to work through as many exercises in Framed Perspective as I can, during this time I can't really draw properly.
I've decided to remove all fan art from my portfolio to just keep it visual development focused, and putting my Jerry and Diana fan art here in a blog.
The final artwork
Initial rough sketch
A comparison with the series screenshot used as reference
Hey guys, I have decided to start a YouTube channel where I will be posting my processes and documenting my journey of growth as a concept artist. Here is my first video to kick things off, a speed painting portrait study of Tom Holland.
Here are a lot of the rough WIP sketches figuring out the shapes for a group of new characters, guests at a masquerade ball.
Also spent time getting familiar with Blender. Plan on integrating Blender into my process for creating concepts
Here is a dump of all the light and color studies I've continued with since my last post.
Sam Nielson's Light and Color Course assignment 6 painting a face
Work in progress for assignment 7 on atmospheric perspective
Final painting and the reference I studied to complete the assignment
On the side I'm also doing various other little studies to try and revise some form lighting principles as well as movie stills in some animated films.
I plan on creating a vis-dev project around the second issue of my comic, which features Fino at the masquerade ball and these rich indoor lighting scenes look like some good reference inspiration