Skip to main content

Weekly Update #14: Prancing and Bears

So during the last week I've made sure to keep on with my daily sketches. I won't share every one of them but here are a couple of my favourites for the week.
I had actually found this harder in the beginning. The loose nature of the sketches meant my pool of metal resources was spread far too thinly, I soon found myself needing to limit my designs in some way. I had thought this may actually make my designs less interesting, but I actually found I was better able to come up with more unique designs that I could really push. Rather than just touching upon ideas briefly. This week also saw more sculpting work being done on Alpha's cute little Alpacca/Sheep monster. I had found the sculpts of the fur clumps in last weeks models to be too round and bulbous for my liking. I decided to smooth out much of the area and rely on DAM_Standard brushes to carve the swirl grooves I required
And I threw in a bit of Zsphere posing for good measure :) Everyone is really happy with the way he's turning out, and I couldn't agree more! This week I also had time to work on Chris Oatleys Magic Box tutorials, the first assignment is to take an old portrait and place a creature in the spot of the subject. I've chosen my art piece, and having looked through my resources on Pinterest decided to use a Kermode Bear, which is essentially a subset of Black Bears. Here's what I've managed to do so far:
That's it for this week. Hopefully next week will have more sketches and Alpacca monsters!

Comments

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…