Skip to main content

Weekly Update #13: Sketches and Curls

This week has moistly been taken over by sketches. After joining twitter and seeing some of the excellent work some of my favourite artists produce daily I've decided to allocate myself time ever day to produce some drawing or painting work of my own. Right now I've setting myself aside one hour very day for quick sketches. Mostly creatures but I feel the need to expand and do some mech or environmental work also. Let's hope I manage to keep this up for some time to come. Here are some of the sketches I've produced so far through this: Day #1 Sketches
Day #1.5/2 Sketches
I've also been entering something called Sketch_Dailies, last nights topic was Jordi La Forge from Star Trek: The Next Generation:
As well as trying my hand at environments, as they are currently what I consider myself weakest at.
With my extracurricular work set aside there's also been some progress with Alpha. We currently have the lovely Matt Lee ( working on music who's recently joined the team. I'm looking forward to seeing how this progresses! Development with the creature has also progressed:
The fur is proving just as tricky as I had expected it to be, sadly. Right now I feel it's close to how I wanted it but it requires some tweaking possibly. As well as some adjustments to the overall shape of the creature too for rigging purposes. That's it for this weeks update. Next week will likely include smaller tweaks and maybe a few more sketches to fill the gaps!


Popular posts from this blog

Monster Hunter Design - Oryctomus (Creature)

So recently I had spent some time asking for portfolio reviews. One criticism I had was that not much of my designs seemed clean enough for modellers to use. I was guided towards the Monster Hunter artbooks (ones I already owned a loved), and was told they had very good examples of clean work, and excellent design.

With this I decided to kill several birds with one stone. Getting clean work, turnarounds, and also one character and creature design out of it. For this post however I'll be focusing mostly on the creature, as before you can build the armour for Monster Hunter, you must have a monster to carve its hide from. (If you want to skip this and go to the armour however, just click the following link: Oryctomus Armour)

I began by sketching down some general shapes for the monster. My original idea was to have a more mammalian design, as much of the creature in Monster Hunter are typically Reptilian. Perhaps something along the lines of an Aardvark or Anteater.

Once I had a …

Terryl Whitlatch Creature Course #1

I recently signed up to a creature design course hosted by Terryl Whitlatch on Schoolism. I'm a huge fan of Terryl's work, so it'll be interesting to see how I develop my creature work whilst on her course.

These should be weekly updates, and this week's topic was to try and get a grasp of the fundamentals of creature design. So our challenge was to draw a human, a tetrapod, and a human/animal hybrid. Then break those down by rig, skeleton and musculature and label each.

Here's what I came up with:

Armour Studies & Material Spheres

I decided to spend some of my spare time the last few weeks doing some armour studies. This had initially started as just a bit of practice on the side, but after some really positive feedback and some requests for a tutorial I ended up making an entire collection of texture spheres and cleaned up a lot of the studies so people could better understand how to paint these types of things too.

Firstly we have the finished studies themselves. I had tried gathering a few different types of armour specifically to understand both their design, and their material properties, so we have things from clean plate mail to tanned leather and rusted metal.

These took some time on their own, but I then decided to create material spheres for as select few textures.

For those of you who haven't come across material spheres before, they are used as a way of studying and showing how light works on various types of textures, it gives you all the variables of having a strong focal light, secondary ligh…