I made some decent progress into my storyboard project through my animation portfolio class. There are still some timing and continuity issues to address. The sound is also temporary, I just threw music in that fit the mood and the general idea. Here’s the work in progress.
Tag Archives: Digital Painting
Long Time, No See
Yo it’s been a bit. I’ve been busy working on school stuff and while I have been posting things, I seem to have neglected this blog. Let me catch you up (if you still follow me, that is).
First and foremost, I changed my logo recently after feedback that it looked “straight out of the ’70s” and “I wonder if this business card is current or if it’s ancient and I should toss it”.
I also redesigned my Sachtberg characters, as I am working on redoing an animated storyboard (animatic) for a potential short film.
I experimented with a new painting process which involves using a “Digital Maquette”. I use Blender Cycles to make a 3D render of the subject with lighting and materials. I then use this as reference for painting. It’s the same as making a maquette (miniature posed sculpture) out of clay. The results are good, but rendering the maquette takes almost as long to do as it takes to paint the final picture.
Here is a sample of one of my render trials for a painting. I used spheres to gauge the lighting from all directions as well.
Both of these paintings were completed using digital maquettes for perspective, lighting, and material reference. Yes I know it’s obnoxious that I continue to paint these characters but whatever. Read on to find out my thoughts on this subject.
I have made the decision to focus my character design work on creatures, animals, and humanoid animals. Personally I feel more interest in designing such characters as I believe humans are “boring”. Not to say I won’t design human characters any more, but they won’t be my “preferred area of work”. Humans are still artistically “beautiful”, and the human figure is a wonder of nature. However, I find it more entertaining to apply these human characteristics to something non-human, and to invent new species through all kinds of “Genetic combinations” and biological research and what not. My drive as an artist is to create a new world. I apply algorithms and research and extensive effort into new cultures, new histories, new ways of life. Perhaps a mockery of this world, or a reflection of what could be possible out there in the mess of universes. It may be my personal opinion, but I find animal characters fundamentally more interesting to look at- especially if human qualities are cleverly applied. In addition to creating sentient animal-people characters, I also think Artificial Intelligence a fascinating subject rich with designs to explore.
An interesting perspective to the question, “What is it to be human?”
FROM GREATNESS TO DUST update: My comic isn’t over, I’m just pulling back and reconsidering my approach to delivering the content. The comic page format looks nice, but it takes a long time to produce. The rule of comics is “show, don’t tell”, and I find this rule disappointing because it makes describing things deeply a challenge. I am aiming for a more “mixed media” approach- including comic formats, novel-like text with illustrations, and even animations. Keep your eyes out for the next release.
Comic: Part 2, Page 1 released
After delays with the holidays and getting my drawing tablet working, I’ve decided to post what I have finished of part 2 so far. Check it out at http://greatness-to-dust.tumblr.com/post/107403052062
It appears the process of going from rough sketch to inked/painted page takes quite longer than I had expected. This page took me a combined total of about 12 hours. I’m hoping it’s just because I haven’t developed a rhythm yet.
2014 Art Summary
More Painting
Keeping up: More painting
Spring Break
I had a very well needed week off from both school and work. I did nothing really of value until today- the last day of break.
I painted a fox to study how fur reflects light. Contrary to popular style, fur actually does not have much of a specular highlight. The mass of hairs diffuses the light and breaks up specularity. Highlights are generally thin and anisotropic (seen only at certain viewing angles), much like the hair on a human’s head. Fur generally appears to be “planes” of a single value, only darker around overlapping planes. Rim lighting is incredibly effective, as the hairs along the contour pick up most of the back-light, causing a sharp glow.