View Full Version : Anatomy Thread of kary - 2D/3D
06 June 2006, 04:20 AM
I'm hoping to improve my overall drawing ability, and able to communciate basic concepts (... to someone other then just myself :)). I do mainly 3D work and that is what I am hoping to develop a working knowledge of anatomy for:
I wanted a "fashion" height of 9 heads, but it didn't really work out particularly well -- so I went on the defensive and had a heavy costume:
And the angel does a decent job of driving the cloth, so it worked out okay.
I'm trying to get gestures down. I'm doing those when facing a render bar, and I think making some progress. Limiting myself to a glance at a photo has helped a bit, and I'm considering doing a few from animals where I'd have fewer preconceived notions blocking me.
Little drawing I did yesterday from a Rockwell:
After a few sketchs from Rubens last night I think I understand the benefits of the master copies -- seeing their points of emphasis is huge, and what they did for a dynamic vs composed form etc etc. Really a hugely different experience when you're running your pencil in the same lines that they used, instead of just looking.
On the 3D side I have a loosely defined character that I'd like to develop here. I'd really enjoy the experience of critque throughout the development... and hopefully learn a lot doing it :)
06 June 2006, 04:27 AM
Great to see your thread go up! Greatly looking forward to your future sketches / master copies etc. Your angel, despite some anatomical problems, really looks great! And am enjoying the gestural studies as well. I recommend checking out Vilppu when you get the chance, and doing just loads of Master Copies.
06 June 2006, 06:20 AM
hey.. your angle is looking good... what's her name and phone #?
06 June 2006, 10:41 AM
Hi kary !
Nice start :) This angel is looking really nice :) Show us more of you studies :)
Kepp at it !
06 June 2006, 01:25 AM
My apologies for the delay in terms of a paintover...I hope this helps! :)
Here are before and after JPGs (in the 1st JPG, I had already sized the head up a bit from it's original size):
After (I did not paint her right arm):
In doing the paintover I referenced the above image, which I Googled with the term classical torso. Classical statues can often be better sources of reference than photos of people since the forms are so well defined ~ which is essentially what you are trying to do with a digital 3D piece anyway.
Mainly I think a bit of softness in the torso / abs will help to make the figure more organic, and also a bit of asymmetry can help. Of course you will model things symmetrically, but you might try to break the symmetry a bit after completing the basic sculpt to give more of a realistic sense to the figure.
I thought the head was a bit small for the body and also that the features appeared a bit squished together. Eyes fall roughly in the middle of the face, and they were just a bit below that midline, giving the face a bit of a cro~magnon feel. :D Also the arms and legs seemed a bit too symmetrical, looking at reference can really help here.
Hope this helps! :)
06 June 2006, 05:49 AM
sturmkim: hah :)
Trunks: Thanks. I haven't been trying characters (human or non) before much, but it seems like I should start. Characters are at the heart of most pieces, and it's just a matter of applying oneself to learn the language to protray them (or so I tell myself ;)).
Here the ones I did when I started to try organic modelling, they're truly a fine example why having a minimal knowledge of anatomy is a must ;) They're generally about a year old now (I tend to organic backgrounds, so after I got the basics techniques down with these I refined a bit with marshmallowy gates and so on):
Rebecca: That gets clearer the more I look at it. Beyond the rampant misplacements (which I was expecting) I see that the quality of 'line' is really important. I've got some almost comic creasing problems, the knees and elbows especially.
An enormous amount to learn about anatomy, and then theres the entire of question of applying it in 3D -- a medium that's happy to render everything plastic and unatural if you let it, should be a fun fight ^^.
I did another 15 minute sketch. They're very fun. I was half thinking about it being mid step to fleeing instead of stationary, and haven't tucked the leg back in. Ran out of time -- maybe in another 20 pictures the tools and brush selections in these will get more natural ;)
Not exactly anatomy, but heres the first look at the environment that I'll be setting my characters in. I'm setting up a new ceiling and walls, but it kind of works as an overview of the mood.
06 June 2006, 07:56 PM
Are all of the creatures you've posted in the first image to appear within your environment? One thing that might be useful is to quickly sketch in overtop of your scene where your creatures might go, and what their attitudes might be. This is where exercises like the 15 Minute Sketchathon might really come in handy. :)
One thing I find disconcerting about CGTalk's 3D Challenges is that the WIP images are amazing, and the final image disappointing. This is due mainly to a focus on the models and less focus on the composition and what you will actually see of the models created. Gesture in this instance is really important ~ and the blocking / framing of the shot. You might have for instance a foreground shadowy silhouette of a creature, with the others beyond, instead of a flatly laid out composition where all the creatures are lined up like action figures. :)
The environment is just amazing, and I really love the organic work that you create. Looking forward to seeing more of this! :)
06 June 2006, 09:36 PM
Are all of the creatures you've posted in the first image to appear within your environment?
None of them actually >.<. Those were the only samples of creature work that I have, so I put them together to respond to Trunks. I have done a few more heads, when I was learning the very basics, but happily those are off in digital heaven (which is on a CD in a closet upstairs somewhere).
One thing that might be useful is to quickly sketch in overtop of your scene where your creatures might go, and what their attitudes might be. This is where exercises like the 15 Minute Sketchathon might really come in handy.
Now that is a good idea. I do try to get the characters in as early as I can (in this case "early character" is that redish 6' box in the middle of the walkway ;)), but I usually don't get them rigged in a intermediary stage so they look pretty... dry.
I started this scene unsure of what characters I would be able to build when I got finished. I figured that I would be able to make "generic creature in a pod" with relative ease, but the star figure was up in the air. I'm feeling fairly confident on my ability to build technically now, so I'm going for a self portrait influence 'mad scientist look' with some moderate disfiguration. Pod critter will be angelic (to the point of heavy obscuring glow most likely).
...instead of a flatly laid out composition where all the creatures are lined up like action figures.
Heh very true, that does happen. I wonder if the challenge environment itself does a bit of that. Working to a still instead of an animation (and knowing the quality thats expected of a CGTalk challenge) might have people reaching a little past their comfort zone on a technical front. That might result in a bit of stiffness when things aren't as malable as one is used too... You also have a lot of people that are competant at modelling, lighting, texturing etc, but might not have experience in giving life and motion to a figure.
Well it's hard to puzzle out, but it's definately a problem I want to avoid ;).
At the end of this scene I want animation. In my last project (http://forums.cgsociety.org/showthread.php?t=373683) the set works on a 5 degree arc and then you're suddenly looking at nothing -- after that I'm building with the intention of animation from the beginning (though the chief aim is still pulling out 2-3 good stills). On the last thing just about the only thing that had any ability to move at all was the angel ;)
Putting together an animatic with gestures and the 3d background makes a tremendous amount of sense... tx! :D
I have had less time to draw this week then I would like. I did 3 quick studies from Leonardo at the top, and then a bunch of things from imagination at the bottom (except the v.bot right, which was from photos).
The worst of the three at the top is freehand where I was looking to see if I could capture value. On the others I took a few measurements while drawing. Very interesting to see how he laid things out, going to have to do a lot of these -- it seems like you compact more learning, into the same amount of time, vs from photo ref. One of the nice things on Leonardo -- with so few paintings available they have to fill up some space (in a book on him) with his drawings, interesting to see those.
Still very early days on my drawing unfortunately, it doesn't feels like there is much point in spending a long time on a single image as I'm still taking baby steps ;). I should have a few hours tonight to draw, and I'm really looking forward to it (which is a great experience, my drawing was pretty depressing for awhile, but with some technique from Vilppu and Loomis and input here it feels a lot more fun).
I'll be starting on the characters for that scene this week :).
06 June 2006, 10:02 PM
Great to see your updates, and I promise I read your text! :) Your work is looking great, but I would say to focus on value studies at first, particularly for the 15 Min. Sketchathon pieces. Also, one thing I might request is, even though the small thumbnail thing looks quite cool (it's a kary thing, for sure :D) it would be easier to see the images full size...sorry I'm such a nag about the particulars, hehe. :) Great to see you challenging yourself and being open to new things. Keep doing those Master Copies in particular ~ you're right, it's the fastest and one of the best ways to learn. :thumbsup:
07 July 2006, 08:49 PM
I'll promise text light this time ;)
Very quick stuff again. I'm having some large misses, but I'm happy to be seeing a lot of them quickly. I'm to the point where I want to be drawing / modelling with anatomy book open in front of me the entire time. That seems like a good thing, as long as I don't obsess one mistake to the detriment of getting 3 other sketchs done.
Planning to spend a bunch of energy this week working on primative stuff -- irritated at my tendancy to not think of the underlying shapes when dealing with noses, or how to wrap lips around, etc.
07 July 2006, 01:55 AM
Ack, the unfortunate byproduct of talking to you frequently is that I forget to reply to your thread: :D
Here is a paintover for the front view of your Master Copy, hope this helps: :)
In a face such as this one, the facets are the thing ~ this guy has tons of them in his face, lots of subtle and not so subtle large and small planes where the light hits then falls off as the side of the form sinks away from the light. Now that you have some of the basic forms down, it's a good time to really push / pull verts to give him that added character. Particularly in need of more emphasis is his brow, which is much more distintive and pulled forward than it is in the current model. His nose is also much more pinched just above it's bulb. I think the eyes are looking great, it's just the sockets around them that need to be further defined and sculpted. He's in need of a bit of a brow lift as the current distance between his upper lids and eyebrows is really short ~ in the sculpture, his eyebrows are raised, giving him his comic, Jim Henson look. :)
Here is the side view I think you've already seen, but just in case: :)
It's great to see you pushing your drawings as well! :)
07 July 2006, 02:07 AM
Also, another useful thing I think you might try at some point is doing pages of ears, noses, eyes, lips, chins, etc. ~ from all different angles, and all different types of people. Google is a great resource for this, but there are lots of other sources as well, such as the Web Gallery of Art (http://www.wga.hu/), from which the 100 heads were selected.
It's important both to do full studies of heads as well as to concentrate on individual features. :)
07 July 2006, 02:10 AM
Ack, the unfortunate byproduct of talking to you frequently is that I forget to reply to your thread: :D
Np at all, you do a ton and if I get stuck I tend to yell for help ;)
Damn that frontal was a great paintover, tyvm.
The side one I'd already seen and partly incorperated. I'm on a bunch of differnet things at the same time, so I was forcing myself to work big and get key features down... I think I'm going to come back to this fellow though as that paintover is great direction.
Can't believe the huge change to the overall shape, that's awesome -- turning him into an overall triangle is great (how do I not see these things?!). Big tx on the lips as well. I tend to get lost there more often then other places, I need to review my technique there.
(edit) Posted while I was posting ;)
That makes sense, next time I run into a particular problem (like right now I'm just starting to understand eyes) I'll take a run at them in my doodle pad with google up.
I don't want to forget about full body work, so I'm working on the basic shapes stuff from Vilppu. Hopefully that helps me feel more comfortable with organics in persp.
Tx again Rebecca! :D
07 July 2006, 03:53 PM
You're welcome, always a pleasure to see your work. :)
07 July 2006, 05:50 AM
I tried painting digitally... definately interesting. I don't feel like a natural painter, but I guess the tools are starting to get a little bit more clear for me. Funny a program that I have used a fair amount (PS) can feel so alien at times. There is some progress. All I need is another 100,000 reps and I should be good to go.
I could almost not hate the one with the strange(r) hat. The mimeish one was a fantastic disaster that I hope to look back at and laugh. The chubby fellow is a fairly plain miss. Definately need to settle into working on specific parts... and so many problems to chose from! ;) Lips and eyes seem to be the biggest deal atm, wrapping around spheres is hell for me. Very fun though, and I do feel like I'm learning a bit even in a very quick format.
07 July 2006, 08:48 AM
It's good to see you experimenting, and I have the feeling that if you keep pushing with these, you will give some of our 2D artists here a run for the money. :)
Particularly think the b/w piece has potential. Keep pushing with that one, you have to judge for yourself when you think it's important to buckle down and focus on one piece, and when it's important to do a larger quantity of pieces. Understanding comes in little fits and eddies, and sometimes you have to slow down to work out problems before continuing on downstream ~ how's that for an analogy! ;)
Looking forward to seeing your progress with these.
07 July 2006, 08:01 PM
kary, I really love the quick gestural drawings you do. Your work is very expressive. It seems you still get a little 'stuck' when trying to get detailed in your drawings, but the quick sketches will help that. :) It's a tough fight to get past the brain's interpretations of what we see, but you are definatly doing that. One thing I've found handy working in Painter (not sure which program you're using) is the layers. I draw out a quick idea of the shapes and placement of the features, then turn down the opacity and start a new layer. I draw the next layer in more detail, and do it again. The third layer is usually where I start working on what will be the finished picture. I don't know if that's how you were working, but it's what I've found works for me. :) I love your leg muscle drawings and in that same picture, in the lower right - that woman is awesome! I also really love that quick black and white painting of the statue. :love:
Your 3D work is impressive. I'm amazed that you made such a great head from one picture. You certainly have a good idea of head proportions... I'm still getting there. There's a big difference between drawing something with it's natural perspective and working in a non-perspective view. :)
07 July 2006, 06:02 AM
Ty both for the comments :)
Rebecca: The b&w was extremely fun, and might well be something that I come back to -- even just for the sake that the character depicted is pretty funky.
I'd love to hit a few more fits in my progress! And I <3 the analogy ;) You're speaking the truth, especially in the bottom of this post I can see myself needing time just slamming my head against problem areas till they open up instead of moving onto the next problem.
Helen-Baq: Thanks for taking a look (especially when bandwidth impaired ;)). My gestural stuff has been a pleasant surprsie, I can 'read' them quite well after, and a few people have said that they're evocative for them. More then I expected really, historically I haven't had a lot of luck with them.
On the 3D: I'm starting to get a fairly good feel for that medium. I've done inorganics for awhile, but only started to break into organics recently, and it's been wonderful. When modeling I spend a most of my time in a perspective or orthographic view. When doing that head I flipped back to a camera view that I set from the beginning (intended to match the original) which helped a lot.
Quick digital, another quick fun one -- finding new problem areas to research all the time :)
Done in a sketchbook with a ballpoint:
I guess these images form the first thing that I fulled 'worked up' since I've started to apply myself to drawing.
First quick sketch to look at angle. Quite amusing to see the overall shape here versus the final / photos:
Straight on study:
Final version. This is the first thing I've drawn where I felt I've spent time on it. A few dissapointments (eyes and shading inconsistencies in particular), but overall it feels great to take a shot, and a decent result for a neophyte.
It's based on me (http://www.karyblack.com/images/about-large.jpg). ;)
07 July 2006, 11:07 PM
Great to see your progress here. :) I think you're really starting to get somewhere with the last self~portrait in particular ~ nice, calm shading, in the cheek area I recommend using shorter strokes as the longer / straight ones flatten things out. Remember the main thing about doing these drawings is that you're not necessarily trying to produce a perfect drawing ~ I never aim for that, I always use the drawing to analyze the form that I am looking at ~ the drawing is merely a guage of how well I am doing that.
If you can get your hands on a Burne Hogarth book (http://www.amazon.com/gp/product/0823013766/sr=8-3/qid=1153177396/ref=pd_bbs_3/002-5875491-5408023?ie=UTF8), I think that will really help as well. :)
07 July 2006, 02:10 PM
kary - love the drawing from Rockwell in particular! Keep up the good work and I look forward to seeing more 3d from you :thumbsup:
07 July 2006, 05:29 AM
kary - love the drawing from Rockwell in particular! Keep up the good work and I look forward to seeing more 3d from you :thumbsup:
I'm looking forward to that too... ;) I've got 2 different things lifting off the drawing board and into polygon form. I wish I had a portion of your output, just incredible how many high quality heads you put out :)
Rebecca: I'll do a bit of research into types of 'brush work' -- thats a really good point (and probably a fundmental one) that I never thought about till you mentioned it. I admit to trying to produce a 'perfect drawing' with that one, I had intentions of giving it to someone -- and I wanted to actually finish a sketch for once ;).
I just took a few minutes and did a couple of the adjustments that Rebecca pointed out:
Very quick / broad stroke changes, but it really helps. That front view looks better.
I have been doing a few master studies (which I'm yet to scan) and a lot of small head sketchs (to small actually, I need to work a bit bigger).
The 50 heads project pushed me into exploring the basics. I find it very hard, as I suffer from a lot of using 'what I think is there' instead of what is actually there. Still a ton of learning and practice to do, but I have made some progress -- the above doesn't include the earliest ones (thats just to painful ;)).
Assuming no more bad luck with harddrives (http://img140.imageshack.us/img140/6351/oldharddrivephotostoryed1.jpg)my next post will have some fresh 3d in it :)
07 July 2006, 06:30 PM
Seeing definite improvements in these last drawings! :) Very nice sense of form and it looks as though you're developing more confidence as well.
Also some very nice improvements to the model! :) I think the tapering of the face into a triangular shape has given the model a much better resemblance to the original bust. :) Thanks for taking those suggestions in stride. One area that I still think could be improved is the side view. Given that you weren't privy to the side view from the photo of the bust, I think it's definitley worthwhile to google some good old fashioned bald folks (note: I tried to find a profile of Patrick Stewart with no such luck): :D
07 July 2006, 12:11 AM
Kary, I really like those latest drawings, they really have a lot of feeling to them. I really like the way you've felt your way around the form with your pencil. The face of your model has really improved. I'm looking forward to seeing more drawings and updates. :)
08 August 2006, 03:55 AM
No chance to do 3D most of this week as the weather has been insane. We had the worst heat I can remember (26c overnight low... in an area where air conditioning isn't that popular), followed by the worst storm I have seen. 150,000 people without electricity (that really curtails one's ability to do 3D ;)), and a nearby town more or less flattened. My respect for those of you living in areas with hurricane risk went way up. Having a chance to watch pine trees sort of bending double was pretty interesting (although it does make me question the functionality of my survival instincts -- glass windows + trees bending in half = 'wow is that ever cool looking' is not the math I was expecting).
Happily lamps provide enough light to draw by:
I wanted to start trying torsos from imagination. You can really see me fighting to get anything in those, but it's a start. Looking at Michealangelo's sketchs opened my eyes to how much you can communicate with a well constructed torso and loose extremities.
Then I pulled out a catalog and did a few sketchs from it. I was trying to work from first principals and using the photos as guides, eg: the bot/right one I had the knees at the same height (which looked wonky) until I took a 3rd look at the photo and got it lined up.
Pardon the quality of the scan, it's an H pencil outline and not showing up well.
I started to do a drawing in a surreal collage style that I find a lot of fun. In the long term I'd like to be able to do this kind of thing with some anatomical correctness and from a single perspective for the whole image -- unfortunately that's a bit beyond my ability at the moment, so this is where I'm at ;).
I'll be erasing out the face in the lower right by the apple, and trying to put in many more strange figures just to the bot left of that. Any suggestions welcome :)
Shudder, how I could go that far astray is beyond me. The ear on this one isn't in the right still (that'd take a bit of doing to clean up), and the top of the head is to rounded, but the profile line isn't quite as offensive now.
Cool how the jaw line and the largest protrusion at the back of the skull line up for the woman with the interesting hair. The way that the skin folds on the chap turning at table is challenging. That is not an area of the body that I associated with needing an awareness of weight, but with that kind of folding / bunching mass you need to be... and tx for the ref with hair Rebecca, it gives me some excuse for the shape that I had I guess ;)
08 August 2006, 09:38 AM
wow, the worlds weather will change in a scary way I think. Here in germany this year it was very hot and we had also two small tornados and crazy thunderstorms without any rain. Scary and strange feeling, only knew such weather watching the news from TV. :eek: As long as the mighty states ignore to be more careful with our world, don't want to think about it.
I like your 3D head a lot, also the pencil studies. Do more of them, try some studies from your own hands or feet, Mr. Spirit Dreamer recommended me to do some selfportrait-studies using a candle light and one or two mirrors. And if you have no other light source, hehe, just kidding.
08 August 2006, 12:08 PM
Interedsting to see how you are developping your 3D head. I've been doing some 3D myself and it is not easy to get the shape right. Rebecca allready shoed you some ref material, but a good place to find more ref material is gettyimages (http://creative.gettyimages.com/source/home/homeCreative.aspx)
Pixtures are categorized and you can enter search terms (profile, hand, woman, close up, ...). Pics are a bit low in resolution, but i hope you can use them. Here are a few samples:
08 August 2006, 12:19 PM
Have you considered learning anatomy? It can be very worth the time. Burne Hogarth is a good one if you done want to worry too much about the detailed stuff.
08 August 2006, 01:14 PM
Great to see your progress here on both the 2D and 3D fronts! :) I am sorry to hear that the weather has been so nuts, in Boston it was muggy as anything and being in the underground train tunnels without air was not a pretty picture. :D However, SIGGY was a great time, and I hope that you can make the next one in San Diego! :)
With respect to the 3D head, I would really recommend using the great resource batte812 recommended and doing traditional drawings of noses and ears and heads in general in a very detailed manner ~ making accuracy and quality as the goal rather than speed as in the 50 Portraits Workshop. I really think that doing more traditional drawing will give you a better sense of where to go with the Anatomical sculpts. :)
Keep up the good work!
08 August 2006, 06:21 AM
I hope that I haven't projected a misconception that I've been spending lots of time with that head. I've put in about 20 mins since the initial version, heh. Rebecca has made such on the nose crits that I couldn't resist the changes, usually while I've been editing the posts ;) I'm not entirely sure what I'll do with the head of a long deceased Pope, so I haven't given it a lot of my time so far. Given how I've included it in all the recent updates though I imagine it looks like I've been spending more energy on it then I have?
Ellie: Yes the weather is getting crazy. I think most Canadian's first reaction to global warming was "Warming... whats the problem?", but now the massive ice storms in winter and incredible heat (with violent storms) in summer it's looking a bit more bleak.
I'll definately be doing more a lot more directed anatomy studies, I think I'm getting a handle on basic gesture / emotion of a figure. Happily we're back past candle power, but that is a really good point about light sources -- normally I just plunk myself before a mirror in sunlight.
battle812: What a great ref site. I think I've been there before at some point, but lost my link to it in a hard drive death. Thanks :)
Fl3wk: I'll assume you mean anatomical sketchs directed at sections of the body: Yes. I have been working my way from the basics of Vilppu and Loomis, been focused on gesture and basic proportions to this point (essentially I'm on "using anatomy: part two" ;)). I've just not got to that point of specific studies yet.
I have done one copy of a leg muscles layout (way up there) and found it very informative, so I plan to do more. In the end 'looks right, is right' holds true for me, but I'll grant you direct research like that is a huge part of 'looks right'.
Rebecca: Heres hopin' for San Diego.
I'll definately get into directed pieces studies soon. I've scheduled out my day (the crowd gasps) and it allows for an hourish of drawing. Trying to do something accurately and slowly will be a new thing for me :)
Shaded that sketch and learned a bit about getting different shades out of pencils, and the lack of an undo button:
(Given the style, and the inclusion of mushrooms I'll clarify that no brain cells were harmed in the creation of this drawing. I just happened to watch this (http://youtube.com/watch?v=0QsG0D-MLp4) kind of very strange Super Mario Bros video before drawing).
08 August 2006, 07:25 AM
Started to do some anatomy drawings. I'm copying them freehand then comparing for errors, then I'll shift to copying from memory and comparing (for a feast of) errors -- a method someone mentioned in another thread that made sense to me.
Started on a new character, this one has plans for a full body, but I'm starting in the head as thats an extremely challenging area. It's not going particularly well so far, but I'm struggling on.
A lot of things don't feel right. I'll be ripping out a bit of whats there and filling it in after I take more ref shots (2 is not enough apparently!). Tentatively the major blocking in should be done over the weekend.
08 August 2006, 05:50 AM
kary, I really like where you're art is going. That head is looking really good these days. Your shading is looking nice. I'm looking forward to seeing more stuff. :)
08 August 2006, 01:07 PM
Major improvements on this recent head model, and it bears a striking resemblance to the pope! :D But seriously, the overall sense of ease and naturalness of this model is a vast improvement. Wonderful to see your recent anatomy sketches, I think the more you delve in there the more you will engrain the topological details into your hand and mind. Keep up the good work. :)
01 January 2007, 04:50 AM
Ages between posts.
I've started to get regular in my drawing, and some things have started to click. Largely relating to elementary perspective, so I'm still far off of really applying anatomy, but basics are a must and all.
Scanned in some random pages of copy paper I've been sketching with (reuse over recycle in this case), mix of doodles from books (Peck, Bridgeman), life (hands ;)), and from a mannikin (more the action figure then the traditonal wooden type).
01 January 2007, 05:14 AM
Nice update, and I'm gratified to see it contains a fair bit of kary humor. :) The Bridgeman studies are good and I hope you do more of those! One suggestion I would make is to work a bit larger and a bit more loosely. You seem to have a death grip on the pencil and you want the form to 'breathe' a bit.
Post more!! :)
01 January 2007, 05:15 AM
Hi Kary, it's always interesting to see a 3d modeller take on the 2d aspect, and I'd say you're doing pretty well. That last lot of sketches is definitely showing an improvement, and the anatomy studies look gorgeous! They really do help, I can attest to that personally! And that last 3d head reminds me of Bill Murray a little too, great work.
01 January 2007, 07:06 PM
Nice update, and I'm gratified to see it contains a fair bit of kary humor. :)
The PG version of my humor anyway, if the thought ballons of the really poor sketches were here it'd be a bit blue :). Larger is a good point that I'll be pushing for sure. The death grip is going to take awhile to get over I think, my level of focus across an entire piece is sloppy and I wind up with seperate tight areas you point out. Probably one of the reasons that I'm happier with the little sketches -- even if they are thought fragments at least they're unified, when I work things on a substantial scale it quickly breaks into one tight segment beside another instead of an overall piece.
Zephyri: It's definately interesting to work on 2d after becoming (somewhat) comfortable in 3d. A lot of the skills cross pollinate nicely, but my fundementals on the 2d side were disturbingly bad (perspective, translating observation into 2d, etc), but they are starting to come together (it needs a lot of time, and enough repitition to kill any number of bad habits). Working the observation skills is a huge help in 3D -- I studied mainly film and video, and did a bit of arch vis work, so those (pretty damn important) skills really haven't been worked the way they should.
Some friends of the family did a calender of their dogs, and they got a new puppy (link to original (http://karyblack.com/temp/floyd-original.jpg)). The most demanding thing I had to do over lunch was try to remember how I made last night's eggplant relish so I got a bit of sketching time in.
The face turned out reasonable, my focus was gone when I got to the body and I'm surprised at how badly it slipped. Looking back at it I can see a direct relationship between the number of checks I did and how it turned out. Very hard to translate coloured fur, with light and shade, into a grey sketch (eg: the area directly below the jaw looks like some sort of horrifying growth when... it shouldn't). I also notice I really didn't translate much of this one into 3d in my head while drawing, seems I really have trouble finding the simple shapes in something soft and wrinkly. Educational exercise at least ^^.
Protip to anyone owning this model of dog: Take as much video footage as you can, while they're young enough that they trip over their own ears when they're running in excitement, it's priceless ;)
01 January 2007, 10:13 PM
...(eg: the area directly below the jaw looks like some sort of horrifying growth when... it shouldn't).
Protip to anyone owning this model of dog: Take as much video footage as you can, while they're young enough that they trip over their own ears when they're running in excitement, it's priceless ;)
HAHAHAHAHA I'm trying not to whiz soda everywhere as I write this...:D Kudos for the copyright kary humor and along with an appreciable laugh I got to see a really decent sketch as well. Take away your attention span of a rabid gerbil and you do some very nice work. :)
01 January 2007, 01:46 AM
Trialing painter with my new computer. Still with a horrible tablet, but the conte was very fun to work with (doesn't really require a lot of fidelity to immitate conte I guess). The face wound up more like the blonde from Heros then the original (http://www.kindgirls.com/photo.php?dir=edita_322&pic=9&nom=Edita&pub=carre&num=10&s=&p=), but it was a better experience then my previous quick sketches.
I seem to dramatically extend the torso when I'm sketching. Once I finished sketching the above I overlaid a copy of the photo. The head / through to the bottom of the ribs fit great, then it stretched half a head or more through the torso, and was back in form through the legs. Oddly the botom was able to be moved into place, with just a few lines to clean up -- so I had the horizontals/part of the verticals close enough, and completely blew out an area.
Random sketchs, not a great week :)
Christmas cactus, blossoming (http://www.karyblack.com/wip/wp-content/uploads/2007/01/christmascactus.jpg)in Jan of course.
01 January 2007, 03:40 AM
Hi, those are great anatomy studies! In fact I just did those exact ones from Jack Hamm today of the arms! hehe. I really like your dog drawing too, nice line work :)
01 January 2007, 06:41 AM
just found your sketchbook today.
I like the fact that you like to experiment with different media and techniques.
Keep upt the hard work, it's surely paying off as we can see in your latest work!
02 February 2007, 02:52 AM
When all else fails, post a doggie!
Been doing a fair number of studies as well lately. Not really anything worth posting, but I can now make a credible head on pure theory (soulless, but credible). Considering how long it's taken me to get to that point the ability to rough out a head the entire figure might come together just before grey hair.
NR43 Yep I surely am willing to bounce from media to media. Troubling to think I might be aspiring towards jack of all trades... which is still better then smiling stick figures I guess.
Roja :D Thanks. I quite like the Hamm books as a supplement to Loomis/Bridgeman/et al. He has an incredible number of little observations packed in with his drawings which are great.
Lots of things on the go, new tablet coming in, reseated heatsink, project hitting 'should be done... nowish' phase. Hope to get some study in this week. I would really like to do some ZB style modeling this week, but it's been a bit of a difficult finding a successful start with that. I think I'll have to switch to a male figure, with a fair bit of definition, trying to sculpt in subtle shapes to define a female figure is just not that easy. Which is odd, as in poly modeling it works in the reverse (smooth curves = less work, etc).
02 February 2007, 05:57 PM
Gorgeous piece kary, but you already know I think that. :) Really worth unplugging from the digital world on occasion, I found that over the Christmas break I got a lot of really nice traditional time in because I was forced away from my internet addiction...which can be a good thing. :D Keep up the steady progress, looking forward to more! ^_^
02 February 2007, 06:10 AM
Thanks to eBay I've got a new tablet. It's a bit of an interesting change. The increased sensitivty is more then welcome, and the 6x8 format is perfect, but the tilt feels a bit off, and some painting features feel weird. Nice to be able to draw a curved line though :)
Sketchaton ref, slow going as I was trying to find my way through the tools.
I find this one mildly interesting as it turned out horribly, but I think it's because I'm not ready to deal with a complicated positon, and complicated lighting at the same time. 2 rim lights, and a very odd body position are hard to get my mind around -- especially in a short format sketch.
02 February 2007, 05:58 AM
Trying to figure out painter, did a few things:
Finally tried a horse ^^
02 February 2007, 07:00 AM
That last sketch of the horse has a lot of good fluidity! You seem to have a knack for animals, would be great to see more of those. :) I think with people you become a bit rigid and almost try too hard...you don't seem to have any of the angular / straight lines in the horse sketch that you do in the figures. My main suggestion is not to be worried when you don't understand an area, and average it out with a straight line. Trust what you see, and work to put that down on the page - don't out think yourself and block your first inclination, which is sight.
I don't know if that makes any sense, but I've found that a good half of drawing is confidence and believing that you understand something, or having the humility to admit when you don't understand an area - and analyzing those areas that are less clear to get a greater grasp on them. Hope that helps. :)
Think you're def. on the right track with Painter!
02 February 2007, 04:42 AM
Did a lot of little sketches this weekend. Working digitially (and having no "blame the tablet" excuse) is very different.
Which makes for a very vertical post.
Still a lot of tools that I'm not comfortable with yet, but it's coming. Not very confident blending yet, but it's starting to make more sense. I tend to use to much range in tones (often stark white and dead black applied thick and in close proximity), and my line work is pretty miserable... but doing volume shows off a plethora of mistakes -- step 1 in correcting them.
02 February 2007, 06:55 AM
You're definitely making big strides with these, and I think with practice and a bit of OFDW participation you'll make even bigger ones. :) Liking the motion you are getting in some of these, I think if you start to really put the action in there without the lines you will really be cooking with oil.
I hope this demo is useful:
Really be conscious of curves and their function - try to think of curves less in terms of outlines, and more in terms of organic contour lines. The ends of curves will sort of wrap around slightly / tuck into the form to indicate the opposite side of the form. There is sort of an implied statement of the direction that a line might take if drawn totally across the form to the other side. This can become an elegant statement if used consistently throughout a drawing. Hope this helps. :)
02 February 2007, 09:30 PM
Getting those two side by side surely delineates your point. Focusing on a volume of sketches has given a lot of examples of this too. I'm definitely a visual learner, so the diagram beside an offending piece helps a ton :)
02 February 2007, 02:03 AM
Been trying to focus on better linework in my sketchbook, just keeping it in mind seems to help a little. Paper is a lot more comfortable medium to try to get that under control, the tablet still has a very 'new' feel. Very fun though.
Tried two more, a bit of focus on a soft range of tones. I get bored part way through and want to get onto the next one, but the medium does feel more comfortable with each doodle.
02 February 2007, 03:52 AM
Hi kary! I havent been here for a while... great drawings!:thumbsup:
02 February 2007, 04:37 AM
kary, glad the diagram helped! :) Fantastic last piece, even if the proportions are a bit off, the flow is just really nice and you seem to be at ease in that piece. Great stuff, definitely keep up both the volume and the increasing of skill, it's great to see!
02 February 2007, 04:52 AM
Not a great couple of days for drawing results wise, but at least I have tried a few experiments which has been interesting.
Not awful. Her left foot is supposed to be closer then the right one, and I found that very hard to communicate, top part was semi satisfactory though.
Becca mentioned tracing some master's work awhile ago, and Sheff's sylabi reinforced that idea, so I'll give it a shot at a series. Trial #1 above... yikes. I kept it fast, but it's a very clear way to see weakness.
I was just starting to get used to measuring, when working with pencil, and it didnít make the transition to digital with me. Maybe I'll copy and paste copies of the head in place of thumb and the end of a pencil :).
Ugh, but educational.
Just did some loose lines and then went with colour, unfortunately it doesn't stand up without the lines, and the lines are shoddy.
Dull and a few errors, but:
The shading is kind of interesting ;)
http://blip.tv/file/94203 amazing sculpture show.
03 March 2007, 03:10 AM
Did a few more exercises:
Really should have done more with the face, but I wanted to keep it fast, and was satisfied with where it wound up. Might be something to cut into if I ever study rendering.
Nothing stand out, but I think that exercise is worth doing, and it doesn't take much time. Feeling a bit more confident placing things in 2D, still getting mainly crap with from imagination stuff, but it's recognizable crap!
The tablet is a really great medium for me. My hands aren't the greatest, and I tend towards a lot of 'noisey' little marks -- I seem to be breaking away from that a bit digitally, and it's easy to cleanup at least ;)
03 March 2007, 03:13 AM
really like how you disect them master paintings into simple shapes! great way to learn :thumbsup: Keep 'em coming!
03 March 2007, 03:22 AM
Good show! Love the effort you're putting into these. Definitely think if you keep doing these it will really pay off! :)
03 March 2007, 03:38 AM
Hey kary! it great to see what you are doing with those master copies...!:bounce: you improvement due to that is quite evident!
03 March 2007, 07:08 AM
03 March 2007, 07:09 AM
Thanks to the three of you, I very much appreciate the kind words :)
I've been getting one more mastercopy in a day since I last posted. They're fairly repetitive when looking at them finished (every one has been a (mis)adventure during creation), so I'll not bother with linking them here.
Working on this for a 'model from a sphere' contest. I'm a fan of the Warhammer / Warcraft art, and haven't done any fan art in the style before -- odd as that sounds in a world hip deep in orcs. The contest is something funny from a sphere and once I stepped back from 'man hit in the groin by football' (the Simpsons can be an evil influence), a goblin getting hit in head with a hammer was a natural second choice.
Not exactly realistic anatomy ;), but I have tried to apply what little I know to what little I can:
Gotta love the poles at the base and top of the hammer.
Last weekend I did a slightly longer drawing then usual:
I'm going to do a self portrait this week, and get a solid start at a high poly human figure that I've started (criminally ugly at the mo, so I'll refrain from posting it... perhaps a policy I should pursue on the self portrait as well... ;)).
It's been very fun to finally spend some time with the high poly stuff, feels like a very natural medium so far. It hasn't been without flaw though, I managed to lock my MB experiment so that it can't come down from the highest sub-D level -- not sure how I did that. I do have iterative saves, but don't want to have to backtrack when I only need the high poly level anyway. Hopefully it's just a switch to hit that I'm missing via tiredness. Kind of amazing to see those saves weighing in at 450mb for a mere 2millionish polys -- a little over 2million with the local sub divisions I guess, but I did not expect a 450mb file ;)
03 March 2007, 01:26 PM
Just went through your thread....HUGE PROGRESS ...:thumbsup:
Really like the demon and hammer...:scream:
I think that the legs need to be a little more wide on the last one posted, to match her top half better, and be careful of the length of the lower half of the closest leg...the ankel bone should be in line with the center of the hip, right about where her thumb is..:)
Nice to see such great progress happening..:thumbsup:
03 March 2007, 11:12 PM
The improvement here is really palpable - I think that doing an extended study of a front view, side view, and 3/4 view of the same head would be an extremely helpful exercise (in terms of digital painting, grayscale).
Go for all out realism and not sketch, and I think it will immediately translate into better seeing forms and proportions of the face.
03 March 2007, 06:46 PM
Bit of a rush, hopefully this is intelligible:
Glen: Thanks, it does feel like I've started to make some breakthroughs at last, but it's sort of hard to see them when you're "close to it" :D.
Good analysis of that figure. The legs are distressingly out of wack at this point... in sketching it was pretty close -- but somehow* her chest expanded in the painting process and things became badly stretched and warped (*I'll just leave the funny comment to everyone's imagination on that one). Now that you point it out that ankle area is positively creepy. It's amazing that things like that aren't obvious as they're painted/drawn.
The little bust was for this (http://www.game-artist.net/forums/forumdisplay.php?f=4) competition. It was actually supposed to be a goblin, but looking back on it now it wasn't a great topic choice for a general "make it funny" contest as you really need the Warcraft / Warhammer backstory as a base. Here is how it turned out:
I managed to get a little expression in there in the end, but I just realized that the flinch doesn't continue into the back appropriately... there is always something major with these :) It's amazing what you can do with Mudbox just from a sphere though, it's a hard shape to use (the poles), but it still works.
Did layout on the SP I mentioned (I'm sure Becca will excuse the thumbnail leading to the ref, I'd like to keep a portion of sanity ;D):
I'm planning to get some polish on this, not a priority project, but hopefully wrap it up in by the end of the week.
Rebecca: Thanks. Even in the short term these threads are a pretty cool little time capsule, and it should just get better with time.
Worked up digital head studies is a good idea, I hadn't thought of that. I vaguely know I need to push past the sketchy stuff for some pieces, but directed head study would make for a great chance to study the 'muscles of emotion', and try to get my digital rendering ability to... well exist really. Maybe I'll take some SP photos for that... it's always so much fun to look at myself in profile -- if I had it to do over I wouldn't sign up for the weak chin :D
03 March 2007, 02:15 AM
Strange how different the painting experience is between painter and PS. Painter feels great when you're on the canvas, but a little weird when it's layered, and I really miss the ctrl + alt brush size when in PS... at least the transition isn't hard between them:
Both fairly quick, but I am trying to spend at least some time on tone now to start to get a decent number of reps done.
Pretty sketchy in the end, but I did learn a fair bit doing it. I didn't have / take nearly the time for it that I initially intended too, but got what I wanted out of it so I guess it's all good.
03 March 2007, 06:24 AM
you can increase brush size in Painter with ALT GR + [
and decrease brush size with ALT GR + ]
(or was it CTRL? can't remember since I use my tablet to do it)
i like these last 2 where you did the breakdown... very helpful to me :)
like with the earlier posts...
great stuff! thanks for sharing
03 March 2007, 01:39 AM
I actually meant that I missed the Painter system in Photoshop Johan ;). In Painter it's ctrl - alt + move the pen to adjust the size, which keeps the hand over the left side of the keyboard (which is the area I tend to use). My tablet is an Intuos2 (yay ebay), so it doesn't have a brush size button on it. Either way both PS and painter are great, so no real complaints persay ;)
Good to hear you got something out of looking at the exercise, I wouldn't take any of my forms as neccesarily correct though ;). Seeing things in simple 3D is reasonably natural, but placing the pelvis I've got wrong a few times. It is a very approachable exercise though (takes 10-20 minutes) and I find that I do learn something fairly substantial each time.
I am going to take a shot at sculpting a little alien pet, and I've done a few drawings for it. They're not much better then personal notes, but even being able to do those feels like a little victory for me. It is taking a long time, but once in awhile I am pleasantly surprised now which is gratifying*.
Okay in the case of this one maybe the mornful head in the top left is the only gratifying one, but still! ;)
03 March 2007, 05:26 AM
After finding a way to make cooking polenta dangerous (blister on the right index finger, of a righty) I started some modeling.
I am planning on extremely low poly (http://www.karyblack.com/wip/wp-content/uploads/2007/03/possible-base-mesh.jpg), high poly, make an organized mesh from one of the middle sub-d levels of the high poly, and then organized version + maps. Hoping that'll work out the way I expect.
Finished the first high poly session, lots more to do. I admit that most of this critter is non functional (though maybe at .4 earth g? ;)), but if anyone spots anything that looks out of order holler away.
03 March 2007, 05:27 AM
Sketch from Photo:
04 April 2007, 04:45 AM
Well here is what I wound up entering with a few seconds to spare:
Quite a lot of fun to do, and learned a depressing amount doing it. SSS along took me a good day to get a remote handle on, and then I think I really overplayed it here. Probably a ton of tweeks I'm going to want to do in the morning, but it's where I got in the week I played with it >.<
First review: "That looks delicious."
04 April 2007, 05:09 AM
Hey that looks like a still from an animation...
I think it's a great character... quite n funny!
04 April 2007, 09:34 AM
Ha, really, imagined this guy animated, with that nose(?) of his swinging to sides shile he's running or turning his head. Good job on creating the concept first and then creating it in 3d. Good job on those speedies too, trying to understand where form turns, really great!
04 April 2007, 05:43 AM
Johan / Razz:
Thanks! Very much appreciate you taking a look. Cool that it looks like it's taken from an animation, did a very quick (and shoddy) job skinning so it didn't have a lot of give in it to even hint at a pose ;) I did it a little too fast to spend much more time with it, but it really is tempting to take the chance to animate that nose... that with a jumping stride is just begging for some slapstick (sidenote: and the whole design leaves you wide open to a remarkable range of 'Freudian humour' jokes).
I'm going to get a little bit more crit on it and then at least refinish it for a still -- better lighting, background and some map fixes (the big bumps at the scalp = ouch). It was a fun little project, nice to get through it quick though.
The real victory on today was finally nailing down a macaroni and cheese that I can be satisfied with :D I didn't realize that doing the right roux for the cheese and using a mirepoix base can make a make the difference to push it over the top.
I also got to this point in the character a 2 weeks workshop:
That is most of the exterior shell done, with a few critical areas to go. Then rather a lot of interior work that I'm doing my best not to think about :).
Most of my drawing has been on paper lately, and going okay. I'm able to capture poses pretty much as they happen now, pushing into a little more memory then I'd like, but getting faster over time. Nothing really worth scanning, but it is a wonderful feeling to sit down to sketch and make marks that will be readable two weeks later :D
Once I get the workshop character nailed down I'm going to move into getting a useable female and male base mesh down. Just too important to not have.
04 April 2007, 02:16 AM
I will finish the above at some point (soonTM), but jumped into the next CAFE-grotesque thing:
It is close to done on the base. Some adjustments, especially to the torso, are needed but it's getting there. Going to do a few props, and then take it back to high poly to finish from here.
I found out about a great little site (http://www.posemaniacs.com/blog/) today, and did a bunch of 2 minute sketchs. It's really nice to be able to click a button and get a fairly interesting pose to draw from. I haven't tried to do much quick sketching in PS before, and it felt more comfortable very quickly... it's so darn easy to use I might make this another daily half hour exercise :)
(edit) aware the pecs are a bit small, and that the torso is a little flakey, very elementary stage etc.
04 April 2007, 07:12 AM
Your figures seem to be gaining a lot more movement and confidence, and that is something very cool to see :) - definitely your efforts are paying off, I'm looking forward to seeing what even more investment will yield. I'm pretty much of the mind that if you went to an atelier, even for a couple of classes, you'd pretty much learn how to kick butt ;) - not sure how close you are to the ARA but plunq / Joel seems to really be thriving there.
And thanks btw for all the words of wisdom, it definitely cleared my mind. ;)
04 April 2007, 09:24 AM
Hey Kary! Your alien pet is really sweet!:scream:
05 May 2007, 04:25 AM
Tx anandpg :) An atelier (or any live model oriented environment) would be welcome Becca, funds and geography mix together to keep it impossible atm. Who knows what a few months will bring though.
I've been doing mainly this (http://www.karyblack.com/wip/wp-content/uploads/2007/05/oddtowers.jpg) kind of thing lately (and enjoying the spring (http://www.karyblack.com/wip/wp-content/uploads/2007/05/cherry-blossoms-and-powerlines.jpg)), but did have to take a quick jump into ZB:
Great feel to the software in the limited time I looked at it. Doing something like this really highlights how weak my anatomy knowledge is, and how good it is to be able to break things into simpler forms. Midway through this I took a look at Bridgeman's book and he had the arm broken into 5 easy forms, and it helped nail down a lot of problems (not fix them... but show them at least ;)).
It's also really hard to model your own arm in a mirror... nothing like that moment when you spin the model and realize a muscle running one way in the mirror is now backwards on the model.
05 May 2007, 04:00 PM
Hi Kary, nice zbrush models! I really like that green guy at the top..hehe, looks funny :)
Just take a picture of yourself in the mirror, that's what I do, it's lots easier than trying to hold the pose :p
05 May 2007, 05:02 AM
Thanks Roja. The goblin was trialing Mudbox for a competition... build something funny out a sphere -- it's also a pretty spiffy piece of software.
It would be more sensible to have taken a pic, but it was late and I didn't have much time for it. I was sort of thankful that I got to the point I needed ref for an angle I didn't have available.
Turtles are interesting to look (http://www.karyblack.com/wip/wp-content/uploads/2007/05/turtletime.jpg) at.
I've played with a little human sculpt tonight. Tried out a very low poly base mesh from max and got to 250k polys sculpting. I'm not usually great at applying myself to technical exercises, but this one moved to this point quick (and is probably stuck). If the proportions are close I might retopo it to have a mid res cage to play with... can't really see it well enough yet to know if it's close though:
06 June 2007, 08:12 AM
-just thought id pop by. great models and sketches.
those last zb3 models are looking cool.
keep em coming.
06 June 2007, 10:32 AM
AHA! z3 I see :) goody good good! Looking forward to more :D
If I could be so bold - the last guy has very stretched out forearms and minute hands at the mo - also his chest is very long in comparison to the abdomen!
great to see you dive into z3 YAY!
06 June 2007, 02:13 AM
Thanks Rasmus, I appreciate the look :) I want to get more post-able stuff done. I've been spending a lot of my time on quick skeletal figures to work on proportion and getting action. It's working, but slow going and not really post worthy ;)
If I could be so bold - the last guy has very stretched out forearms and minute hands at the mo - also his chest is very long in comparison to the abdomen!
great to see you dive into z3 YAY!
Please be so bold, I love getting quality critique and need all of it I can get! :) Good catch re: the long chest, the area was vaguely bothering me, but I couldn't nail it down to one thing, and thats an area that everything hinges on. The arms and hands are a wreck. I haven't studied them much and I felt really tentative in there. With that as background... wow did I ever miss on the fundamentals :D Chalk it up to 'do better next time' I guess.
z3 is really fun to dive into, just such a fun feel to the whole thing. A few quirks, like perspective 'popping' when hiding parts of it, and no zmapper, but it's a damn impressive about face to be commenting on a few quirks instead of consistent irritatings. I'm looking forward to spending more time with it next week, another impressive about face :)
I had some time today, so decided to do a little study. Fairly quick, fairly fun:
06 June 2007, 08:16 PM
I like the last painting very much, has some feeling and character. I know you focused on the woman, but the background should have some more depth (even if fast and sketchy). you should have painted the foreground branch/bone thing even darker and background trees darker than the farthest background...in other words try to cut the drawing into planes and grade them instead of just doing "depth of field" effect. The girl is great but the head could use some work :)
06 June 2007, 05:45 AM
Spot on Ivan. I really fubarred that background. When I started I was doing everything (everything when I started was just the woman with the foreground branch on grey) on one layer. Then I thought it desperately needed some more colour so I hacked them out of the grey and shoved that background in quickly. Not putting in atmosphereic perspective, and going with everything from a soft brush, let down more then it helped. Truth on the head too -- hers just would not click for me.
I started this as a poly modeled sketch last night (here (http://www.karyblack.com/wip/wp-content/uploads/2007/06/basemesh2.png), not a great base but it seemed to work okay), and sculpted this tonight.
This is not something that is intended to be anatomically accurate, but I am trying to keep it in mind as I go. I think I'll put a bit of tomorrow into it to see if it'll go further, or maybe abandon it here... not sure! :)
Alrighty this one is sorta wrappin' up mediocore, but I'm okay with that. I was originally going for even longer arms, and refined claws for the hands -- then I remembered that hands have 4 fingers and I got tired :D.
I think the fast shader is a lot easier to model with in ZB3. The redwax is a cool look, but this one seems a lot easier to see somehow. Hopefully I will come back to finish this up, but I need to get moving on -- and it's really bloody complicated to retopo and map a model out of zb3 right now :sad:
06 June 2007, 08:08 AM
I admire the immersion of across the board studies from 2D to 3D you have here. There is SO much to understand technically as well as visually. You set a good example of determination for us all. Like the pup study.
Many drawings, that's what it's all about - tons'o'pencil mileage. You mentioned Loomis. His drawings and breakdowns are my basis for figure drawing. Getting the proportions memorized is the 1st thing to get out of the way. All in good time.
07 July 2007, 05:21 AM
Started sketching out the generic hero for my SB thing this weekend. Not overly happy with it, but it didn't take an enormous amount of time which is to the good. This is the 600,000 poly level, and I boxed myself in at some spots (didn't plan to have toes for instance). Somewhat encouraging anyway, need to organize my time a bit better to allow for more high poly stuff.
AztcFireFlower yep you nailed it. If I can push myself through a few hundred more sketches and sculpts I think I'll be close to functional. The level I want to be will likely never come, but there is a little progress all the time :)
11 November 2007, 02:37 AM
I did a bureaucratic stint late Aug through mid Oct and didn't get much chance to do anything beyond doodles. 'Tween Tuesday and now I did these:
Looks odd to see it all together, no coherency en masse at all.
More or less just getting my feet wet again with this stuff. Drawing / painting digitally is weird, and sculpting characters is a whole different mindset on top of that.
Pretty impressive to see whats gone on in the forum during my absence. To much comment on in a session, but I hope to be an active participant for the foreseeable.
11 November 2007, 04:44 AM
Okay last piece of halfway softcore porn!
It was really fun playing with the colour again. There is a lot to learn about light scattering in the skin, particularly with the key light from behind. Not that I grasped all of it, but it is there to be found in the simplest stills.
I did get bored before I got to the extremities unfortunately, so they look rather awful. Maybe I'll finish them up, but it's not really a strong enough piece to bother with -- encouraging in some respects but not worth the time >.<
I'll be moving into some more classic studies for a bit, but the colour and refamilarization with a tablet was fun while it lasted :D
11 November 2007, 06:27 AM
the last one is a very interesting concept, the realization is also great) The soft contour of the light against the skin is just perfect)
Maybe adding a shadow would work great for realism?)
11 November 2007, 04:59 AM
Thank you Sasha, but sadly all credit for creative thought must go to the original photographer and all credit for crappy copying to me. At least it was educational :).
I'm taking a stab at the latest workshop, and I'm at this (http://forums.cgsociety.org/showpost.php?p=4801604&postcount=152) point right now:
Going to pose it and see how it goes over the next few days.
I did a few more quick digital studies. They look way better as thumbnails then original size, which begs the question: Should I be painting at 7000 x 100000?
http://www.karyblack.com/wip/wp-content/uploads/2007/11/atena.thumbnail.JPG (http://www.karyblack.com/wip/wp-content/uploads/2007/11/atena.JPG) http://www.karyblack.com/wip/wp-content/uploads/2007/11/quick-little-colour-study.thumbnail.jpg (http://www.karyblack.com/wip/wp-content/uploads/2007/11/quick-little-colour-study.jpg)
With all due respect to Becca's anti thumbnail stance I can't resist leaving those like that. Click through for the full horror.
I've mainly been drawing in sketchbooks lately, with some technical successes (persp in the figure, slowly improving proportions, etc), but the biggest thing is that I'm able to see my mistakes in a shorter and shorter time. Thats pretty reassuring. It'd be even better to not be making them, but what can ya do? :)
11 November 2007, 06:44 AM
Hey great updates!
I think if your work looks good as a thumbnail, it means you got a solid basis for a piece and it's up to you to decide if you'll take it further or not.
If a piece looks rubbish as a thumb, it won't be a masterpiece at full resolution ;)
I've mainly been drawing in sketchbooks lately, with some technical successes (persp in the figure, slowly improving proportions, etc)
Woohoo! can we see some of those please?
12 December 2007, 04:42 AM
Thanks Johan, and good point on: Woohoo! can we see some of those please? Very soon I suppose. It's still fairly dry and basic stuff unfortunately, it's a happy thing to be able to spot errors quickly and see progress across a few pages instead of a few books.
There is a lot of good to be said for doing a large volume of fast studies. Hard to believe how complicated the figure is, I am remembering being happy with stick figures fondly at this point.
I kept playing around with the above mesh for a few minutes while splitting attention with TV. I'll start working on it posed Tuesday:
12 December 2007, 12:05 AM
... and here it is:
Random samples from a few pages. A few things without ref, a few studies, a few horror inducing mistakes, a few odd doodles -- basically a mixed bag that is a pretty accurate overview these days ;)
12 December 2007, 12:21 AM
Great stuff in this thread, Kary :) . As AztcFireFlower said, I'm impressed by the way you move between 2D and 3D. Congratulations!
12 December 2007, 05:48 AM
Ah and if only I were competent at either ;), but thank you Alberto. I would very much like to be able to draw effectively. Mainly for idea 'notetaking' and effectiveness when away from computers, so hopefully it will all come together. On the positive side I'm starting to see things better, and I am to the point that drawing is far faster (if less thorough) then sculpting to do studies, but still a light year from where I'd like to be.
200,000 polys into this one. So the sketch is more or less started. The initial plan was towards a generic (gamestyle) hottie, but I didnít feel happy with where that was going so went with this.
2 sessions in, with half of the second one spent rebuilding something (which Iím pleased to report is now to the point that it almost looks as well as it did at the beginningÖ!). Itís starting to get to the stage where I should be cleaning up the extremities (handsÖ whimper), so if anyone sees any snafus please shout out. I am aware the bicep area is borked.
I did a few more lines in this base mesh which seems to be handy for a few areas that need more detail (face, elbows, etc). Iím going to be very interested to work from Anandís basmesh ó thatíll be a different from the loopless wonder.
Here is the base mesh (http://www.karyblack.com/wip/wp-content/uploads/2007/12/base.zip) for the curious. I'll be trying to fix the motion workshop mesh next, but there is 35cm(!) of snow on the sched for tomorrowÖ so while I am surely to be busy I donít think it will be with this ^^ (note to self: deruralify).
12 December 2007, 03:43 AM
It's in progress now, some clean up to do, not sure what happened at the hip, the back needs to be softened etc, but one step closer and all that.
Busy lately, so I'll be just cutting back into the motion study tonight. After armpit research... fun!
01 January 2008, 04:01 AM
One of my gifts for Christmas was a mandolin. The guillotine (http://www.hamonoya-europe.com/mediafiles/docs/Slicer_m_citrus.jpg) of the finger world version, not the instrument. In related news I cut my thumb reasonably badly, so progress has been painfully slow lately.
Thats pretty much it for the base shape (assuming no errors are pointed out) and Iíll be working up the costume and detailing the character from here. That is the 800,000 level, and the next jump is 3million, which would be just surface detail and cleaning up the face and hands.
I recommend the 'Frank Frazetta Painting with Fire' documentary to anyone interested in his work / the life of an interesting commercial artist. And for those who have / do see it, Frank Frazetta Jr's line about anatomy rings purdy darn true to me atm, definately worse then trigonometry :)
01 January 2008, 06:47 AM
Hey Kary!!.. too bad you should cut your thumb on a Christmas gift, haha!!:scream: Hope it gets well soon!..
Your model looks really good!.. Just a couple of things that I noticed:
1.The cranium looks too narrow from the front.
2.The pelvic bone seems a bit constricted for a woman.
3.Try lowering the breasts a little bit.
4.The positions of the shoulder and arm pit are ok when her arm is raised, but they should both come down when she drops her arm. Also note that the shoulder blades rotate towards the spine when you drop your arms. I think her whole upper torso will look more relaxed and natural if you make these changes.
Good going, mate!:thumbsup:... waiting for updates.
btw, do you have a link to that documentary?
01 January 2008, 05:27 PM
From a photo taken in Dec, here is the orig (http://www.karyblack.com/wip/wp-content/uploads/2007/12/medec07picture.jpg). I was able to see mistakes throughout which is nice, correct self analysis closer and closer to the origin of the problem seems encouraging... not making all the mistakes would be supa nifty, but I'm not expecting miracles. Mind you breaking the drawing into 15 or 20 mins last night and playing with the colour today probably helped see things. Still a lot of mistakes, but I was able to cull some of the horrible ones at least ^^
Thanks for the crit Anand, I really appreciate your time and the clarity of your eye.
I'll try to implement those, I can see what you mean on all of them -- maybe not how to fix them, but at least see them. It's tempting to just take the arms down to 3/4. I find the T extremely unnatural and I'll be doing the simple rigging anyway... so the pain on that front would be mine. It's a bit depressing to be sculpting on the 'poser has better stuff then that' level, but I guess it's how one learns ;)
I can't find the whole docu online right now, but here is the trailer on http://www.veoh.com/. (http://www.veoh.com/videos/e71156mDHpxdEb?searchId=4843759495705176435&rank=0) It's a decent sampler, you might find the Conan from 2001 a little odd, but do go past that ;). http://www.cinemachine.net/index_h.html is the studio, but their distribution is spotty.
The thumb is healing pretty well, almost no pain now and my appreciate for the simple things in life (like sterile bandages!) is way way up :).
Tried to implement a few things quickly. Seems to help even in 'done to fast':
01 January 2008, 07:04 PM
After a lot of time spent getting the nude unwrapped, and testing that I can get a normal map off, Iím back to the costume. Took me an afternoon to learn how to make semi crisp inorganic shapes (sadly theres no easy 'make well articulated shape' trick), and am starting up on it today.
Kind of funny that I took a few minutes out of the doodling I was doing during on the wildcard round to do this:
And then a week later did this during the championship round:
An argument could be made that playoffs are good for drawing I guess :) I do note this morning that the ear is to small.
I hope to get the costume on the character done by the end of this week. Still feeling my way through what I am doing, but it seems like the technical fundamentals are cooperating with me now.
01 January 2008, 05:14 AM
I did this for the speed modeling at Tweak (3hrs), mutant animals theme. I was thinking of otters left free to mutate after exposure to radiation from nuclear plants exploding due to the annihilation of mankind. This would be partway on the evolutionary journey to fill that 'opposable thumb' gap.
I guess I'm leaning to the Marvel school of radiation exposure there. I have to do some webbing for the fingers...
A neat thing, locally, for this one is that I used Anand's human female basemesh for it. What a time saver that is! Thanks for putting that up man :)
01 January 2008, 05:46 AM
Hey Kary, great character concept you got there!
Really dig it. You may want to try and see if connecting the fingers with a membrane works or not... just an idea
01 January 2008, 06:51 AM
Thanks for putting that up man :)
Hey Kary!!... glad to see you use it!! :bounce:.. the mutant concept is coming out good! :thumbsup: The other female is looking good too with the costume! Aren't you gonna take it further?
01 January 2008, 07:19 PM
Johan Thanks! I agree that the fingers need to be webbed very badly. I tried to put the geometry in when I grabbed at the base mesh, but it didn't work well. It looks like I'm going to have to find the right level of sub-d and move the points around to get it... or maybe wait till close to finish and fake it with another piece of geometry (which might make the translucency a little easier... oh the joys of the technical).
I am planning to take this a little further and the hands will be priority #1, definately feel the weakest area to me too.
Anand Thanks again, I was a little wiped last night writing that and it didn't occur to me to comment on this till this morning: It's crazy how much faster you get to the character working from a mesh like that then taking it all out from a very simple base. I'm sure that there might be draw backs in a basemesh informing the final character more then you'd like, but for a character that is a fairly big departure like this it wasn't much of an issue (I intended a pretty human torso to for an anthropomorphic hit).
Yep I'm definately going to finish the other character. It's not going as fast as I'd like cause (I am new to costume in general) it's a bit different / difficult trying to sculpt those sharp edges (the shoes have been hellish, but if I were to do them again it'd take a small percentage of the time).
Thanks for looking in :)
02 February 2008, 02:44 AM
I started a second OFDW piece, and stopped after an hour or so, did not go well:
I did learn that to capture some pieces you really have to approach it with a bit of a plan.
On the other hand a really simple thing to communicate like "ASS!" can be done in a really sketchy style while waiting for a rendering bar.
To wit: Opencanvas is a really nice little program. Practically no resources, nice brush feel, ctrl+alt brush size, rotatable canvas... perfect little program while rendering out dreadfully long shadow passes (moreso if you use a image editor to clean it up in the end).
The best bonus is being stunned watching ZhuZhu's sketches, and being able to record and watch your own :)
click (http://www.karyblack.com/wip/wp-content/uploads/2008/01/kroiacharacterstrip.jpg) for larger version
The character from earlier: I have to change the jacket material to a heavy cotton, do an undershirt (pirate/puffy shirt style), and another asymetrical detail or two (right side elbow guard).
Went a little further with that mutant otter thing.
Which drives the fur in this:
I'm getting closer to done on this one. I'm still playing around with the lighting a lot. I'd love to redo the hair for a wet floaty look, but I'd really have to get some directed tips on that -- I'm finding it not an easy topic to take a stab at hair with.
02 February 2008, 11:26 AM
I like the playfulness of that last one you posted of the critter..I also like the bold experimentation and play with color in that one..:thumbsup:
On the wet fur look that you mentioned...when animals are wet, their fur is alot darker than when dry.
I think that in order for your critter to look wet, you would have to make it darker, then the wetness/sheen would appear as a lighter color on top of the darker...If you want a blonde wet otter look for your critter, you might check out some photos of wet polar bears, just to give you an idea of how that pure white when dry fur of theirs turns a yellow blondish color when wet, and has a distinct sheen to it...just a passing thought that might be of use to you, in your quest for a wet look for that critter of yours..:)
ENJOYING YOUR THREAD, AND YOUR PROGRESS..:thumbsup: :)
02 February 2008, 03:01 PM
Hi Kary :)
Nice to pop in here and see what you post in your SB :thumbsup:
Although I know ziltch about digital 3D (some about traditional..) it's great
to see the obviuos progress your work show throughout the pages here.
It would be great to see you finish Intervain's piece - you've already captured
a definitive likeness, main thing to look at I think, is the right side (looking at) of his face, which appears a bit too wide compared to his left... at times going back and "attacking" something after a few days (or weeks) can make all the difference :)
Glad to hear your thumb is healing, what an introduction to a Christmas present :D
cheers and take care
02 February 2008, 01:07 AM
Wow amazing progress throughout,... the more you do the better you get! :)
02 February 2008, 09:52 PM
Glen: Good points. I didn't spend a lot more time on it, but wet seems to be reasonably hard to nail down. There aren't a lot of base settings to work up from for that (20 varieties of curly/straight/froy/etc hair are there that you can build from, but underwater is not there. As you say completely submerged is a different animal as well... even to the point of gravity, it should be a lot more floaty. In the end I'm writing it off as a fun thing I learned from, and it was nice to push into something more cute.
Final (for the foreseeable) version here (http://www.karyblack.com/wip/wp-content/uploads/2008/02/nimiaandtheflowers-highres.jpg).
Freja: Thank you!
I might have another go at that one. It is a very character filled / interesting piece, and I need to be spending time more regularly on more aspects of 2d... I'm getting fairly comfortable at 'simple shapes' style figures, but the last couple days showed how far I am from being able to nail down ideas the way I would like.
Amusingly on the thumb: It's completely scarred over and in fine form now... except I was playing with chalk pastels for the first time in years the other day, and tried smearing with it. Completely irritated the scar, so it looks like I'll have to use a smear stick in the future. Which is a good thing anyway, but try to keep the scars off the digits people! ;)
Chris: Thanks, always hard to see it yourself, and a welcome thing to hear reinforced.
Minor update, I have a rough draft of the undershirt in now, and I really think it helps a lot on this character:
I'm playing with repeating the boot, or doing a prothesis for the other foot. Undecided right now, but I lean to the prothesis (a very simple one, clean lines, modern, etc).
I am going to try something for DomWar3 (http://www.dominancewar.com) these were the first doodles (linked through, punishingly ugly :D)
http://www.karyblack.com/wip/wp-content/uploads/2008/02/conceptsps1.thumbnail.jpg (http://www.karyblack.com/wip/wp-content/uploads/2008/02/conceptsps1.jpg)http://www.karyblack.com/wip/wp-content/uploads/2008/02/conceptsps5.thumbnail.jpg (http://www.karyblack.com/wip/wp-content/uploads/2008/02/conceptsps5.jpg)
I am not very experienced / good at thumbnails, and I didn't have any core ideas that appealed to me. I just kept doing little thumbnails and inventing a mini story to go with them, got it narrowed down to two now: A generic 'hero' character (white armor, not covered in spikes and skulls) who summons small energy beings that handle the rough stuff. That one was interesting as it could be a character, and (assuming a low enough poly count) a number of summons up with him. It might make for an different final image, but it's just not clicking for me the way I'd like, so:
After seeing the doom and gloom that most entries take I could not help but arrive at contrast, and that quickly turned to pink. Generic hottie (in pink), with a 'big as a house' demon built on a Doberman's body.
When I was drawing I was thinking schoolgirl skirt and exposed midriff top but, I quite like how the generic skull staff looked in hot pink, so I would like to build it up as spikey skull armour and see how that turns out.
Demon would also be a lot more... demonic instead of doggie (though a shirt saying "I love mah doggy" with a giant pink Doberman standing over her should might have been fun.
So that's kept me busy, and getting the first draft of my site done, and working out the zeppling that the character above will be piloting... should have some more interesting stuff to update with soon.
03 March 2008, 04:48 AM
Further encourangement to learn to draw:
First time I've done something purely from imagination digitally though I think, so thats a win I guess.
Different problems doing generic muscled guy than the female characters I've been doing
lately. A lot more landmarks, but it's easy to get lost in details and completely screw up major areas like the back. That'll be the main thing I work on fixing tomorrow night. There are also a disturbing number of details blown out (serratus look a little ridiculous, etc), but at least it is close to giving me something to draw the armour on.
Just ran into this (http://al.chemy.org/) very cool drawing program. It automatically does symetry, while drawing, and has a lot of neat tools to find shapes etc, looks like it'd be great for concepting.
03 March 2008, 10:14 AM
Hey Kari!.. this last sculpt is looking really cool!:thumbsup:
Couple of slight critiques:
The middle of the spine seems to have gone in a bit too much.
The navel, I believe, should rather be placed between the 3rd and 4th sections(from above) of the rectus abdominis. I guess the navel itself is positioned correctly and its the abs that may need to be shifted up.
03 March 2008, 05:32 PM
Hey kary, cool anatomy dude!
I agree with anandpg bout the abs, even if they are a little low I would like ones like these:p (personally I mean).
You gunna do the gastrocnemius's?
Lookin good man
03 March 2008, 07:23 PM
Anand: Thanks. I knew there was something wrong in the abs area, but couldn't put my finger on it -- will see what I can do. Absolutely right on the spine, I got playful with transpose and it got fugly in a hurry. Hopefully I can get it pulled back together shortly.
Chris: lol, that would be nice. Depressing how easy it is to pull out abs like that in a sculpt, and how hard it is in real life :D.
I will be working over those areas for sure. It's particularly shaky in the extremities, which is irksome as those are the areas most likely to not get covered. Oh well, good experience and all that.
Thanks for the crits guys, hopefully have those areas polished tomorrow or tonight :)
03 March 2008, 04:21 AM
The new sub-tools with materials thing in ZB is pretty neat. Painful when you have a lot of them, but it does keep it clearer. Having to change one material after unfreezing 15 pieces is a bit merciless though.
The colours I dumped on here don't reflect the final, horns will be bone or onyx, kilt will likely be very muted tartan with leather bits on the edgings, etc. I'm undecided on a cuirass, this one might could work better in full tin can mode.
I'm pretty sure that I am going to have to remake some parts (IE: kilt), but I wanted to get it back into ZB to see how it works.
If anyone is interested in a turntable:
http://www.karyblack.com/wip/wp-content/uploads/2008/03/goingbacktozb.mov unfortunately I can't save QT out of ZB for some reason, so it's just from where I left it in max.
03 March 2008, 02:17 PM
Lookin pretty good mate!
Not sure what you mean by freezing and reapplying material in zb but subtools are great for checking out the overall design for tweakage:).
The musculature on the upper torso may be a little light as far as definition goes, but that also has its charms. In all it looks pretty well balanced.
ZB and Max eh,... thats my combo ha ha. Looking forward to seeing him develope.
03 March 2008, 05:31 PM
Hey Chris, I'm just referring to SubtoolMaster (http://www.zbrushcentral.com/zbc/showthread.php?t=057154). That lets you get different materials onto subtools. Just have to: apply it, then freeze it, then do the next one. If you put the wrong material on something (say a very ugly skin colour you could not bear to work on instead of a nice sculpey derivative) you've gotta freeze everything else, or they'll be overwritten. A tiny bit awkward, but really wonderful for clarity... like on this one getting the helmet seperated out as another colour is quite huge. I didn't take it to the point that everything reflects the final colours, but even done half assed it's a help :)
Maybe there is an easy way to do that, but I wasn't aware of any method until they released this script.
03 March 2008, 06:38 PM
Hi Kary, that model is coming along really nice, I like all of his accessories :) Maybe the kilt should be a bit longer in the back? It looks a little too short compared to the front..and he is a guy after all ;)
To put different materials on different subtools, read here: http://www.zbrush.info/docs/index.php/Materials_and_SubTools
I never did it using subtool master yet, but I know this way works. You don't have to undo every single material on each subtool if you want to change the material on just 1 subtool.
03 March 2008, 07:12 PM
Thanks Roja, very helpful. I haven't delved into ZB's materials much, but after having it emphasized with Subtool Master (STM) I started playing with them. Seems that STM is basically a UI over that process, which lets you lay a material onto a lot of pieces easily. I guess the irritation was that I was using STM's system (which is meant to assign en masse) when I wanted to adjust a single tool. That was pretty much in line with the tutorial for STM, but definitely the wrong tool for the job having seen these docs -- ass backwards way to do things :)
03 March 2008, 02:38 AM
To many straps and armor plates lately, so I took a Domwar break and did this:
this afternoon. Hell of a time with the face. It was at an interesting angle in the original picture, but interesting quickly turned painful. I looked at the WPE timelapse from opencanvas and it looks like i had the right placement in the layout sketch, but I lost it when I tried to fill it in.
Opencanvas is really fun to paint in. The timelapses are really interesting -- albeit in a trainwreck way for me :)).
03 March 2008, 12:16 PM
Ok now, for some reason I can't see any images. And I do want to see what you're doing for DWIII! Any ideas what might be the problem?
03 March 2008, 11:19 PM
Hm thats the first time anyone has told me about a problem with that Razz. What happens when you try the link manually (as they're embedded right now): http://www.karyblack.com/wip/wp-content/uploads/2008/03/intozbwithfauxmaterials.jpg
And does the site itself work for you? There should be a simple html page up front that has a few images on it.
Not sure of a reason for that... my site is hosted by Dreamhost, which is quite popular (ie: tweak3d is also hosted there, so if that works for you it's not who it's hosted by thats the problem).
03 March 2008, 12:00 AM
Maybe there is an easy way to do that, but I wasn't aware of any method until they released this script.
Far as I know you must fill the each object otherwise every subtool takes on the material assigned to the master tool. Because most of my stuff is rendered in an max the only thing I am really interested in is polypainting diffuse maps which I use in vray materials. From memory though you can fill sub tools with a material without freezing anything and edit them independantly. My models (except for the real quickies) have uvmaps made in modo and I am using a polypainting script that allows me to easily transfer colour maps to my uvtexture. I am not too sure about the lighting in zbrush so I want to be able to correct them in ps. For other maps like specular, reflection, bump and sss you only need black and white anyhow.
03 March 2008, 12:21 PM
very good models kary... keep it coming
03 March 2008, 02:22 PM
Now that's funny, everything seems to work fine now, but the day I wrote that the images don't show up, the site didn't load either. The problems must've been somewhere at my end. All that aside, it's ok now.
Nice character! I like the cloth and armor contrast on him. Speaking of design, some chest armor would be a great addition. Also something more massive on him maybe, just to break up the silhouette. Only suggestions.
Oh, and a good subject for a break ;]
04 April 2008, 04:34 AM
On the bad news side I had a hardware problem, on the good I didn't lose too much more then the armour high poly for this. I learnt an amazing amount doing this and I feel a lot more comfortable about going into the next piece now. Having done it once I realize there is so much that could be done in the design phase that to make it simpler.
If you'd care to see the maps, wires, etc click here (http://karyblack.com/gallery/lowpoly4.html).
The next piece should be a lot of fun, compromises in more intelligent places and fewer trepidations from the unknown techniques.
Although I haven't been able to participate yet I have been doing a few hand studies from the ref for the workshop:
Creating hands is challenging, I'll have to do a few hundred studies on those before I get my feet under me.
I find it hard to find a comfortable brush in PS. It's been getting better, but I think I'll wind up having to customize something. I'm kind of amused that Opencanvas has a better brush feel and painting UI for me.
Did a quick sculpt tonight:
That, very coldly, showed off how little I know about the area. A crisp way to find the (many) areas I need to research though.
Using Arsh's basemesh -- I thought it'd be interesting to see a fully developed hand on a blob body (or better yet to go back and make a character of it ((oh to dream)).
If nothing else breaks on me I expect to have more stuff next week :) Hopefully be active in the workshop as well.
04 April 2008, 10:33 AM
great character... I like the bone+metal combination
nice to see you in the OFDW as well!
04 April 2008, 11:41 PM
Hey Kary :)
Good to see you back, frustrating to have computer trouble... :( hope all will be safe
and sound from now on.
I like your character! Standing; arms out to the side and swinging weapon over and in front of head - these poses both look well resolved :) I like the tattoo on his back as well (could even extend on to his back calf(s). There's something about the pose where he's swinging the weapon to the side and has his leg bent - not sure, but either it's the twist and angle of his upper body or something about the leg, that makes it look a bit strange - like his leg is too short... (maybe it's just me). Besides - disregard any comments that don't make sense, I don't know the first thing about the process of 3D modelling - or ZBrush :D thanks for sharing, it's always exciting to see!
Nice hands - it's such great practice to focus on one part of the anatomy for a while every now and then. been struggling myself to find the time, but still it's enjoyable :)
take care &
04 April 2008, 01:56 AM
I'm just amazed at the amount of improvement since you started this thread... Its inspiring. Great Job! Keep up the good work!
05 May 2008, 03:02 AM
NR43: Thanks :) Not sure that I've nailed down the specularity (shine) of the whole thing yet, but I thought the bones and metal were interesting too. Leaves one wondering a bit about where they came from, whats unique about them that they're strong enough to be involved in a huge metal flail and all that.
Frejasphere: :D Thanks, I appreciate the crits. I hope the new hardware settles in well. It seems like the most likely time for things to break are either in the first 3 months or 5 minutes after the warranty expires.
Glad that the tattoo works for you, the design was semi random, but I did go in with the plan of a Pict blue to tie in with the Sutherland tartan overall and Scot theme. I should have continued it into the leg, but it didn't occur to me until I was painting the tattoo and by then the UV coordinates (the directions for how the 2D painting is put on the 3D model) had the same part of the painting being used for both legs -- which would make it a bit of a pain to change. That is definitely the kind of finessing I'd like to bring to a more important piece though.
Leg Bent: Good point there. There was something bugging me about that pose the day after I did it, and I think it's that both the twist you mentioned and that the motion of the figure doesn't carry through to the leg. The upper body, and other leg, can be interpreted as running at a good clip, but the off leg looks like it's standing still. When you look at the shot it seems like he should be really moving, as the heavy head of the flail is quite high.
Another neato error I noticed after is in the shot with the flail's head about to hit the ground. In that one the far foot breaks through the ground and cuts off the bottom of the shoe, whoops :).
A friend also mentioned that the kilt looks absolutely pristine, no grime, no tears, etc. So I'll be improving the poses, and addressing that next week and calling it done.
Jackmar: Thank you! Thats one of the most reassuring things to hear. I do feel like I've been starting to make headway, once I started to apply myself properly, and it's good to know other people see it.
Very quick one:
05 May 2008, 03:15 AM
Iíve been trying to get more comfortable doodling in PS and thought itíd be interesting to try something I do in my sketchbooks (take random shapes and make something from them). Then capture the key steps, timelapse them, and then compare it to the same process in a few months, repeat.
Going through a heavy retro animation phase now, interesting to see small slices of it influencing what I draw from imagination. Canít help laughing at this as I look at it ó I guess thats a good thing, if you can laugh at your own stuff youíre not taking it to seriously, which surely is the right stance for this content :)
05 May 2008, 05:34 PM
Clean up of the last one:
Poses are still a bit borked, but the presentation is a little sharper. Yes I find the camera angle in the UE3 capture rather silly :).
Sketches from yesterday. Fairly mediocore, but the faster ones (all but the upper right) are starting to communicate better. It might be at the volume of a whimper, but it's better then my classic white noise :D.
06 June 2008, 04:26 AM
...(eg: the area directly below the jaw looks like some sort of horrifying growth when... it shouldn't).
Alrighty I have applied my ever so advanced anatomical skillz and clued into the fact that those are the doggie double chin! Moreso if they're properly depicted, but what can ya do.
(Or quintuple as the case may be.)
Another quick dog drawing. It was interesting to see how flash photography increases the degree of difficulty (fur really begs for light direction). Also the affect that humidity has on paper was disconcerting to adjust to, different graphite weights felt very different from one session to the next. I'll call it 90% done. I flipped and mirrored it a bit with it in PS to see what needs doing, and I think there are a few things I can do to help out the pencil drawing. It's a bit beyond help, but such is life.
Is the main thing I've been working on this week... not exactly anatomy, but a single image in a post would be a bit sacrilegious. It'll probably continue to dominate my time till mid week, low poly and mapping to go, whee.
06 June 2008, 06:59 AM
Hey Kary!! How are you doing? ..I was wondering if you would like to join the new Sculpting workshop (http://forums.cgsociety.org/showthread.php?f=199&t=643381&page=1&pp=15)!
06 June 2008, 07:05 PM
Hey Kary!! How are you doing? ..I was wondering if you would like to join the new Sculpting workshop (http://forums.cgsociety.org/showthread.php?f=199&t=643381&page=1&pp=15)!
Now that is the true digital equivalent of direct mail advertising :D
I am well, and sort of been occupied in nabbing gainful employment, but well on the whole.
I have been keeping an eye on the workshop and wondering if I'll have a chance to do something. Animals are kind of intimidating, but (if I can get a base mesh down early this week) I will likely take a shot. I do need to get that grenade launcher wrapped up first, but it would be fun.
Just not sure what animal to do... after that drawing fur is scary, and most non-furry animals are creepy ^^
06 June 2008, 06:21 AM
Do an elephant!
Heh, ofcourse the choice is yours, but elephants are pretty kewl and their skin looks like it could be fun to sculpt.
Nice dog, btw
06 June 2008, 11:46 PM
Looks like you are roarong along at a great pace. I especially like the hand studies, they have quite a bit of volume.
06 June 2008, 01:31 AM
Johan: The thought of all those wrinkles is terrifying ^^
I vaguely want to do my first piece of 3d fanart ever (Dirk Anger from Nextwave) so I might be able to use a Dropbear. Fur, but what can you do. I still need to finalize the darn gun first though. Low poly mechanical modelling for normal maps is a bit painful.
Thanks Chris, I need to do a lot more of those. Sort of slipped my mind.
After seeing the 20 ZB heads that Rebecca has been bravely taking on (jumping into 3D must be annoying when you can already draw well >.<) I thought that might be a fun / good idea for me. Iíve never actually done a series of heads like this before, and it went better then I expected. It was a extraordinarily nice break from the very technical modeling that Iíve been on with the m32.
Above is an hour and ten or fiften minutes, below is ten minutes editing ó after a 20 minute lunch break. Not pleased with either version, nor am I much bothered. Considering time away from organics itís within expectations.
An anthropormophic thing this time. Looked at a pic of a lab (http://upload.wikimedia.org/wikipedia/commons/8/86/Labrador_Retriever_chocolate_Hershey_sit.jpg) at the beginning for inspiration, then broke out my minimal anatomy skills to make it fun.
These sculpts are going to make me break out the anatomy books and review a bunch of muscles tomorrow when Iím drawing. 1h 12m. Same base mesh (Arshís). Gonna try a few of base meshes over the course of this, but his is really snazzy, not a lot I can think of to improve it.
Nice way to take a break. Burned a couple hours, but probably better for it.
06 June 2008, 01:52 AM
hehe I like the dog head :) I'd say you'll have to watch those eyelids, they look rather thin and lacking in shape atm, IMHO :) cool to see ya doing some sculpiting!
06 June 2008, 02:06 AM
hehe I like the dog head :) I'd say you'll have to watch those eyelids, they look rather thin and lacking in shape atm, IMHO :) cool to see ya doing some sculpiting!
Thanks for nailing that down. They bugged me as I was doing them, but it sort of gets lost in the 'what all else' went wrong :)
In hindsight I realize I have no idea how to make eyelids, sockets etc... I tend to the "draw small enough so that curvy line, circle, less curvey line = eyeball, yay! \o/" school so I will have to find out how to do those.
06 June 2008, 05:42 AM
Hey Kary!! I love that dog-guy!!:thumbsup: about eyelids, I think if you do a few practice-eyes from photographs, you can make them right without much effort. (learned that trick from Joel (plunq).. He calls it "practising the scales before the concerto" :D )
07 July 2008, 03:52 AM
Hi Anand, thanks :). I like that one as well. I think going in loose and having a fairly specific goal helped a lot, and it stayed fun throughout. Stuff usually goes better under those conditions :)
That sounds like a good method to deal with the problem areas. I have started to look up the eyelid and now realize the symbol in my mind was completely off. It's flows out of the eyesocket more naturally then I thought, which makes for a more interesting form, and much more unique per person. Sort of focusing on the skull within sculpts now -- I'm really far off in the one below, but I was looking for it!
(Only a small section of the gun low poly to go, then Iíll have to trim it a bitÖ maybe time to get after an animal soon.)
It took a good 25 mins to make that silly eye patchÖ have to laugh at that.
It's supposed to be a mid / late 30s woman and I found that very hard. The female form is subtle and thats tough to hit when you're flailing around looking for landmarks. Learning each time though, last time I did something similar it took a lot longer.
07 July 2008, 12:49 PM
Really like the heads in post 134, what did you use as referance? The musculature looks very convincing. Also the harder edges dividing the muscles are very well done.
07 July 2008, 05:32 PM
On the doggipromorph: I used a picture of a dog from wikipedia, linked above.
On the human: I laid it out with help from a picture from a book, and then it got infected by Spider Jerusalem. I've just finished Transmetropolitan so a there is an overdose of skinny, bald, irritated headshots going through my subconscious.
07 July 2008, 04:06 PM
Only interesting thing about this one was in the making of: I started it very cartoony, was having a lot of fun and it was going slightly above average, then I got interrupted for half an hour, and when I came back to it I completely lost what I was doing and wound up with a very generic irritated bald dude head.
Irritated bunny man!
Looking at it the day after: It has got problems. The ears don't attach in an appealing way, there is loose skin on the neck and a ridiculously sharp jaw, a thoughtlessly sharp crease at the bottom of the cheekbone, and probably not enough muscle to keep the head that high. Anything else jump out? Might cleanup the things that really suck (if there aren't to many :D).
07 July 2008, 04:37 PM
love the rabbit - looks a bit like Beth Cavener's style [which is freaking awesome!]
the female, I agree looks too hard and big necked for a woman but I'll also agree that making a woman is darn hard so 2 thumbs up for giving it a go - repeat that several times and you'll get it right :) Practice, man, practice ;) [lol I'm a preachy arse so I'll say one more word - eyelids!:wip:]
07 July 2008, 05:49 PM
Wow her stuff is stunning. I'm sure I have seen a few of those before, but not the body of work all together on her site. It looks so good and says so much... "Run" is beautiful, elegant and interesting, and "The Fallacy of Virtuosity" is hilarious :D.
Thanks for pointing out the neck. The sternomastoids might be closeish, but the traps completely blow it up. I love that minor tugging sense that something is wrong, having no idea what it is, then the mistake is pointed out and I wonder how I could possibly not see that. All the way from block in to when I said 'enough!' that was there... whee :D
Eyelids... yes, I'll get on those right away ^^ (They're not easy darn it! ;))
Preach away, I appreciate it ^^
07 July 2008, 05:27 AM
repeat that several times and you'll get it right
Several hundred I think... ugh very hard.
Adjusted the neck, still slightly off, but it's not nearly as off putting:
New one, absolute horror show. Learned tons though. I'm still completely screwing up, but I am now starting to see the eye area as it is (instead of as a symbol on top of the head). Scary that I still do that, but accepting that you have a problem is the first step ;)
T'was completely sick of it by the end so it's in miserable shape.
I have to work on issues with the skull still. I have to look up things mid stream (way past when it's useful) to much.
Fixed cheek, changed ear angle, got rid of visible brush mark on sterno mastoid:
Not exactly anatomy, but thats been the main thing I've been getting nailed down lately :). If you want more detail, here (http://karyblack.com/gallery/lowpoly3.html) it is.
07 July 2008, 02:43 AM
Mainly been on this this (http://www.karyblack.com/temp/test0000.avi) week, but I did a sketch this afternoon:
Hope to get a second pass on it this weekend, middle of a low polygon cage, but this makes for a nice break. In a strikingly brilliant move I lost symmetry fairly early on with this one, so I'm getting a chance to repeat work and do some side to side variation (I am likely going to do one ear though ;)).
07 July 2008, 07:24 AM
Freakin' awesome stuff lately, Kary. The gun look good in the game environment, though some more work on the textures would help. Lovely rabbit there also, haha.
Keep doing what you're doing!
07 July 2008, 06:03 AM
Razz: Thanks, agree on the textures. The base gun was pretty plain, but I should have done more -- especially on the specular of the paint of the main body. Thanks for kind words :)
Not sure how interested you all would be in this, but:
Matt should have the maps done in a week or two, the matte will be awhile longer.
Did this for a 3dtotal modeling challenge. Going to turn her into a bit of sculptural decoration on a entryway I'm building. Quite a lot of things I want to fix now that I'm past the deadline. Hair, a bit more arms (maybe), clean up the wings, and rethink the armour.
07 July 2008, 09:03 AM
Awesome stuff indeed lately Kary!
That airship concept looks wonderful.
And who is this person Matt who you are working with on this project?
And what is this project about?
(If I missed it from earlier posts, sorry!)
07 July 2008, 09:46 AM
Hey Kary! Great stuff dude!:thumbsup: About the winged woman, wouldn't it be easier to model the hair and the armour as separate subtools? ...and I think she will look better if you soften those lip-lines a bit. The hair-line digging into the skull looks a bit odd. .. and maybe the breasts should go down a bit. Apart from these, she looks really cool!:thumbsup:
07 July 2008, 03:37 PM
Wow that is really some fabulous work kary, those sculpts are really spectacular, your drawings are really topnotch too!
I really like that airship, it looks really well thought out and planned very proffesionally. Keep up the good work, really great thread! :applause:
07 July 2008, 05:00 PM
Johan: Thank you :)
I might have mentioned it in an older post, but if I did it was without much detail -- a trend I continued last night (I'll blame posting at 1am ;)).
This is Matt's (half done) site here (http://mattpainting.com/). This is the initial thread for the matte here (http://forums.cgsociety.org/showthread.php?f=196&t=573963). My involvement is mainly doing the zep so that there is a little bit of movement in the scene as he zooms into the matte. On the matte itself there is a somewhat planned world going on around that image -- not sure if he's written up anything formally yet, but there is a fairly literal class dynamic thing at the root of it (the poor literally miles below the folks who can afford to live on a mountaintop for the view). To be completely honest my interest lays in the design, that it would be nice to see something of mine in a richly handpainted background, and that it's fun to work collaboratively sometimes.
Anand: Thanks :)
Yes it would have made much more sense to use a few subtools, or a particularly good time to try out mesh extractions -- been meaning too use that for awhile.
For the 3DTotal contest they want you to use only the meshes that they provide. That was a bust, teeth and eyes. You can reuse any part that you want (ie: pull out the eyes and use them as ear rings, etc), but can't bring in your own mesh, or mesh extract. I just used the bust. Since I want to reuse it as an architectural element (all one piece of stone) I thought it would work okay, it does seem to have turned a bit messy.
I'll address the hair in skull, lips and breast height today -- thanks! I'm glad that it reads as human at least, was a lot of sculpt to cover in 4 hours (for me) ;)
Nicholas: and thank you :) The topnotch drawings might be Matt's concept work... but I'll take the compliment anyway :D.
07 July 2008, 05:08 PM
really love the airship! Cool stuff! Nice piece from the 3d total competition too!
07 July 2008, 11:40 PM
Airship sure looks kool!
The sculpt of the winged babe is very nice. There seems to be some great sculpting going on. Maybe watch those sunken areas as the body has no concave curves, rather a series of convex curves that make up a bigger concave line. Its a small thing but it can stop your stuff from lookiung full.
07 July 2008, 03:15 AM
Wow, you have a lot of amazing works, but that airship is my favorite. And the rabid rabbit! :thumbsup:
08 August 2008, 08:48 PM
Magdalena Thank you :) I hope everything went well at Siggraph and you had/are having a good time.
Chris Good point there, I'm trying to keep myself from developing bad habits in the fast work (as that is the foundation for everything), and that is the type of fundamental that I need stressed.
Wes :D thank you. The rabbit is my favorite sketch so far, has some personality which is nice.
My last week really sucked:
From there it ran up some sumacs that can hit the telephone wires in the right right wind, and kapoof goes the comp.
Now I'm using an old computer, which is a lot more sluggish then I'm used to and the monitor is rather meh. At least I can get some stuff done now though... it's made for a bit of a long week. Happy to not have been hurt though. The woman three doors down has minor burns on her legs, as she was using her computer when it hit, and the electricity arced back and forth between the cables at the back of her computer.
Only good thing so far is that I got a new tablet and it feels way way better then my old one. Which is weird as I didn't think there was supposed to be a difference in the feel between and intuos 2 and 3. I really look forward to using it on my normal computer (assuming that becomes possible at some point >.<).
Not sure how much for fun sculpting I'll do for a bit (as it reminds me of what I am missing ;)), but maybe some drawing and low poly stuff.
Hope everyone has had a better week then me :D
08 August 2008, 08:52 PM
Argh! Glad you weren't hurt. That's scary -- especially that bit about the woman getting burned. Am sorry to hear, did you completely lose your new computer???
08 August 2008, 09:08 PM
...did you completely lose your new computer???
Yepper, a mere 4months old :argh:
08 August 2008, 09:13 PM
Sad news, Kary. There was quite a storm here last night and damn, if you would've posted this before that, I would've really turned off my pc. Fortunately, nothing like that happened. But the lighting was intense, it was pouring with rain and the wind was just making it worse. I've only seen worse in Italy. Actually I kind of like this kind of weather, I mean it's interesting to look at, but I can realise how much does it suck when kapoof happens. Still, it's not that bad, not so long ago there was a fire here, our bathouse, which was a little house near the house I live in burned down. But nobody got burned or anything, so just look at the bright side, you're ok :)
08 August 2008, 05:53 PM
Well you had your share of the bad luck now... the rest of the year will bring nothing but joy and happiness for you!
08 August 2008, 03:06 AM
Razz: Yep you nailed it, the main thing is to not be hurt. Lightning is a crazy injury too, you might live, but your mind is never the same after (I know two people who have been hit by lightning, I'm sure of this ;)). I kind of had your relationship with weather prior to this, it is fascinating to watch... the raw amount of force involved in storms is insane, so much air being moved around and air is very heavy (especially when it's 32 feeling like 40 + smog earlier in the day). Now I'm kind of nervous when I hear thunder >.<
Dealing with a fire would have been rough. When the outbuilding was smoking and the phones in the area were down I was wondering exactly what to do in that situation (happily the rain continued after the lightning passed).
Johan: I like that way of looking at it. Variance surely should be swinging my way now :D
08 August 2008, 04:46 AM
Wow, Kary! Glad you are safe. Sorry about the comp.. How much of it is damaged? Can it be fixed? It rained all night in Bangalore last night, but blessed be our electric-supply corporation: The power goes off as soon as it starts to drizzle! :D (or when you are desperately trying to finish some work!) Well, atleast everybody is safe!:rolleyes:
08 August 2008, 06:07 PM
I've heard that about the electricity system in much of India. That must be a real headache... having to have a UPS with a good battery for fear of drizzle instead of tornado would be odd :)
I think the computer is totaled. So far the store I bought it from has been awesome and say they'll handle it, but I'll feel a lot more secure about that when it's back on my desk. It didn't roll over when you hit the power button, the reset CMOS switch just flashes, it took out the keyboard, mouse and tablet so it's pretty complete destruction (yet the monitor and dsl modem were fine, odd). I guess it's possible that one of the harddrives survived, but I've not holding out a lot of optimism.
Still, no injury, and I'm able to do small stuff on this computer in the meantime, so (while I can complain) it's easy to see that it could have been much worse.
08 August 2008, 06:36 PM
Ah, what a bummer kary - really sorry to hear that. Though I guess the important thing is that the majority of your portfolio is online - so like we talked about earlier, at least that is the case and you have something to show for all of your hard work.
Hang in there! Life seems to find funny ways of helping you out in it's own, sick and twisted way. :)
Oh, and post post post! Your post count is ominous. :D
08 August 2008, 03:21 AM
Oh, and post post post! Your post count is ominous. :D
Hah :D Well now I'm past the neighbour of the beast :)
08 August 2008, 04:07 PM
oooh you're productive :) Cool stuff - I have to say for 5 mins of work the polypainting is particularly impressive :)
08 August 2008, 07:57 PM
...'and kapoof goes the comp' Noooooo!.. I feel for you
Great forms in here kary.. I especially dig the last one
08 August 2008, 03:15 AM
Magdalena: Somewhat productive ya. Trying to nail down the portfolio so I have little choice, but I am surprisingly in love with this tablet. The computer it's on might be a step down, but the actual sculpting / painting experience is more pleasant (caveat: until a million polys or 100mb of psd at least ;)).
Polypaint: I used a skin shader base, started with a base light purple tone, changed to a middle tone, went with a large brush set to a colour spray with an alpha, went over it with that, then I went over it again with a dark purple one. A hack that wouldn't work on a non alien, but most people thought it was a neat look. One said that it was disquietly noisy and too much drew attention from the sculpt... so different strokes for different folks ;). Also only about 350k polys, so it was still very light/workable in the viewport.
Rob: Ty! That was a bit of a departure for me, but one I enjoyed, will do more. The kapoof has sucked. I hope to get things worked out around early Sept... fun process.
Seemed like people enjoyed this one so I thought I'd put my textured version here. Mine is probably not as good as Matt's will turn out to be, but I wanted to get something sorted now and he is busy, will be moving and stuff. Texture (http://www.karyblack.com/wip/wp-content/uploads/2008/08/zeppelintextures.jpg)sheets for anyone interested. I'm a bit of a neophyte to texturing, but I enjoyed it and learned a lot.
08 August 2008, 10:02 AM
Great looking ship you have there! I think you could do more with the speculars and shaders though. Maybe some more shiny, reflective areas could do the trick to make it look a little less clean and even. Just a thought HERE (http://img95.imageshack.us/img95/531/airshipoverpaintmk3.jpg). More saturation would help also I think.
It may be good as it is when it's in an environment with great lighting, so take my words as suggestions.
I did say I like the concept of this, right? Nice work.
08 August 2008, 06:05 PM
great airship! are u planning to composite on any cool matte? looks very stylised... :cool:
08 August 2008, 12:25 PM
wow,#164 (http://forums.cgsociety.org/showpost.php?p=5335595&postcount=164) ,modelling 1h; photoshop 7m;you're productive:thumbsup:
#167 (http://forums.cgsociety.org/showpost.php?p=5341935&postcount=167) ,very very accomplishment! wei wei hua Green Valley
08 August 2008, 05:13 PM
This is weird, I am sure I typed out a post last night... but I guess it didn't go through.
Razz: I always appreciate input, but I always temper it with a large assumption that I'm right -- just possibly not adequately informed :)
I like the paintover. The extra saturation softens some issues that I was having with the bottom of the ship. I tend to keep things a bit under saturated / under contrasted by default (same tendency I showed in the m32 I guess) and sometimes the in game magic carries it, but I've really got to work on getting more of that into the base model.
As you note I expect it would look better in an environment, that light background colour doesn't work as well as I'd hoped (was just thinking sky with that). Some reflections would make a lot of sense -- haven't really learned how to go about those in game yet, and thats the conditions I'm mimicking in my renders until I can get back on a computer that can run UE3 (hence I note the lights used, etc).
wickedsamara: Yep, here :) http://forums.cgsociety.org/showthread.php?f=196&t=573963
xsiyou: Thank you :)
Started this Saturday. Might finish. Lots to fix. Fun so far.
08 August 2008, 01:40 AM
Hey Kary! this one turned out really cool! :thumbsup: Just one little critique: you are missing the sterno-mastoid (http://www.universalworkshop.com/redliongallery/images/sternomastoid.jpg)s on the neck - the muscles on either side of the neck that go from the back of the ear to the pit of the neck(supra-sternal notch, I guess. :D )
Also, I think you should get some reference for the wrinkles on the trousers.
Great going, Kary!!:thumbsup:
08 August 2008, 05:08 AM
Thank you Anand! I've been looking at that neck render (especially the side view) and having it bug me endlessly, but I just could not place what was wrong. This wound up really interesting to me, as I actually had sternomastoids in (overly heavy ones in fact) and they slowly retreated with time, and finally were completely submerged in the verticile tendony things I guess. I knew that "I had done those" so I just did not register that I'd (accidentally) taken them out.
Very interesting to realize how a mistake like that can come about, very important and something that will be a lot easier to keep an eye for in the future, thanks! :)
Got the costume roughed in now and got him a bit scarred (type who has been hit with a fireball sorta thing). This is a better fit to intentions, even if those intentions are turning sadly generic :D And yep I will have to get some ref, I don't know enough about cloth.
08 August 2008, 08:56 AM
Wow,.. looks great kary!
You got a wonderful groove running on the skin, and the belly has worked out perfectly :).
I would tighten up the frock cause it is looking a bit rubbery atm and would contrast nicely with the super skin you have made.
Would the toes in the last render be pointing more towards us including the big toe?
08 August 2008, 06:09 AM
Chris: Thanks :). The big toe is going straight forward, the rest curve slightly towards it. The... index toe? probably shouldn't be doing that. Still playing around with the foot a bit, good point. I changed the costume up a little. Got the kilt to be a big sweeping area of smooth, and the belt to be high intensity area of rough. Seems to work better, not 'there yet', but better.
Small update, costume a little closer and I wanted to try one of those demonic hand things. It looks like crap though so I'll scrap it tomorrow. Otherwise things aren't standing out to much for me. The strap around the shoulder is up for debate, and I should smooth some of the stuff on the apron, but I'll probably not be able to see it clearly till tomorrow.
08 August 2008, 07:26 AM
this last character is really impressive, not much to say about the anatomy, looks almost perfect to me! About the feet, perhaps try to rotate the little toe and the one next to him slightly, so that the toenails are not exactly on the top but pointing a bit outwards. And most feet have a little overlapping of these toes. But this is really nitpicking:D ! My first thought about the strap around the shoulder is to take it out. But maybe it's just that the costume needs still more work. Not that I know how to make natural looking clothes at all...
Sorry to hear about your computer, but it seems that can't stop you. Looking forward to see this one finished!:)
08 August 2008, 11:13 PM
Hi! kary its looking very good, the zeppelin is awsome :D, about some older posts, your drawings of dogs are amazing even the rabit and dog model are very nice your last female head had a big jump mutch better from my point of view keep forward m8.
08 August 2008, 06:27 PM
Sabrina: Thank you :)
Great point on the toes, and a fairly easy adjustment (I think :)). Meant to do that when I first read your comment and forgot to, but I will do that this afternoon. The cloth is still completely WIP, but i took out those two bumpy things running along the sash. Those didn't work at all. Still not confident in the sash, but I will try it with a smooth rounded edge (like the rest of the costume), before I trash it.
Computer situation is annoying, but I've got 2 gb of ram into this one now, so it won't drive me completely nuts using it till my normal one finally gets back. Just partially nuts :D.
Spleytus: Thanks :D
Reginor day 4: Now with more freaking looking staff action!
So my main todo is to get some decoration on the staff (wraps where you hold it, a few gems, other cliche things). Take a shot at getting the costume onto the character (the raw shapes are enough now for me, it's cluttered enough for what I had in mind).
I am aware that the super demonic staff and the white dressed character don't make immediate sense -- was just the first look I played with, will be bringing them together towards the end here.
Lost a couple days this week; had an art test Thurs and that wiped out the better part of the day, and then a black bear was spotted on my favorite hiking route so I've had to change the time of day I'm doing that... and somehow a routine change killed off 80% of Friday!
A friend asked why my ZB renders were starting to look a bit better. After seeing Simon Blanc's stuff I finally realized you could get some control and a decent look out of ZB render so I started to composite things. Since I'm a visual learner (and it seems like a lot of buttons the first time you do it) I did this little tutorial for him: http://www.karyblack.com/wip/?p=908 Just in case anyone here is interested, toss a note here, or mail, or something if it's confusing. I'm not a polished writer etc. It's a very quick / hack method, not an uber controlled composite etc.
09 September 2008, 05:01 AM
Redirection of the staff.
09 September 2008, 05:43 AM
Well, you're coming along with the costume, I like it much better now, even the strap:) and with this collar around his neck it looks more complete, good work!
I can't say I understand the other stuff, but it looks interesting and I'm really curious now to see it in a scene all together!
Thanks for this little tutorial, I've never even tried to get a good render out of zBrush, but this looks like a good point to start some experiments!
09 September 2008, 03:12 AM
Hey nice tutorial!
Love the lamp,... :cool:
The figure looks grand, curious about the final scene.
09 September 2008, 05:07 AM
Not happy with the staff, but I think that is as far as I am going with it. I will rework the symbol floating above, and try to put him in a very small environment. Want to get on to some new stuff shortly.
Little doodle when I got my computer back. So much more fun to use. Hope it keeps working, just about everything wound up having to be replaced (not really surprising, but it puts it back on the reliability level of a brand new one).
09 September 2008, 01:29 PM
Hi hi the staff came out nifty! Me like:cool:. Shadows are lovely. Still think the tunic is a bit flat (wrinkles).
The new bust is great!
The hair would make elvis jealous. The eyes are looking a bit oriental, I would pull down the outter corners. The ears might be a bit even from the front, you could tilt the out at the 3/4 top.
Nice stuff man.
11 November 2008, 04:25 AM
Starting to get settled into my new job and place. The job has been great, great people to work w/, nice variety of stuff (it's not all brick walls that you'll past by at 30km/h after all! :)) and so on. Still getting used to London (Ontario, but hopefully things will click after I get more settled. Here is what my apt (http://www.karyblack.com/wip/wp-content/uploads/2008/11/whatapartmentlookslike.jpg) looks like before being invaded by boxes for those interested :).
Started doing a sketch after work and got this:
First time I've done a figure in over a month (outside thumbnail sketches), so it's rather spotty. Fun though. Relieved that I can still lose myself for a good hour or 3 when sculpting despite doing similar stuff as part of the 9 to 5 (or 10 to 4 core hours at any rate ;)). This is likely around 5 hours --- took awhile to get it started... had trouble finding a lot of basic landmarks :|
I'm going to try to do some stuff with a bit more character than generic barbie girl real soon now :)
I hope everyone is well, it'll be nice to see how the forums have been going now that I have home internet access again.
12 December 2008, 04:03 AM
Been playing with a new program and thought you folks might get a chuckle about the result: http://www.karyblack.com/wip/wp-content/uploads/2008/11/3dcoat-alpha42-sluggo.jpg
3d-coat 3 alpha 42. Interesting software, very reasonably priced. I'm going to keep an eye on it (as it's advancing at an insane pace), but it looks like it might be a remarkable app in a few months time. It's already an interesting concepting platform, but it's quite there in brush feel or localized detail yet.
02 February 2009, 04:39 AM
Well work and holidays sort of dominated for me a bit. Very happy with the types of stuff I've been doing at work, but there has been a lot of learning involved and I haven't got much of my own that has been worth posting. Here are two little sculpts and a sketch though:
Happier with this female sculpt than the one I did in November. It'll probably be equally painful to look at in 2 months, but at some of the meh is not in this one.
It's been nice to be able to follow the forum when waiting for maps to render, and the new highlight blog has been great.
02 February 2009, 07:18 AM
new stuff is pretty cool.nice sculpts.keep up the good work:buttrock:
02 February 2009, 04:46 AM
Larger version of workshop sketch.
02 February 2009, 05:15 AM
Beautiful stuff in your threads, Great sculpts. Love the game res model, and the last sculpt with the glasses
02 February 2009, 05:33 PM
cool stuff there kary! How did you make those eyeballs in your self-portrait sketch? they look rather cool :D
02 February 2009, 04:35 AM
Vikram Thanks :) The latest stuff has been a lot more satisfying -- I've been able to do a lot of sculpting at work and it is really helping me improve. I should be able to show some of that in a few months -- some pieces have been very fun to make :).
Magdalena Sadly it's just open max > create standard primatives > geosphere > select all edges > chamfer > select the large facets > extrude. ;) The geosphere in max makes a sphere with diamond shaped facets instead of latitudinal/longituinal lines First time I've used max for something (other then file transfers) in ages. All XSI / Maya at work (with a big side of Silo in my case :)).
I've been exposed to a touch of Polish from friends from work lately and does it ever seem complicated... even people's names have more then one layer! Tomek vs Tomasz or Ania vs Anna vs Anka, it's really been interesting to learn a bit of it but leaves me with no idea how you can keep English, German, Polish and functional French going on :D
05 May 2009, 04:24 PM
Welp that was a fairly intense period at work :|. Not killer hours, but lots and lots of models so I have not got as much finished personal work as I wanted. I didn't even get further than a few hours in DomWar this year :(
Got the layout done, but didn't take it further. I think the idea of feathers freaked me out a bit :)
I did do the SP sculpt I mentioned though:
It is printed and I'll give it to my Mom as a combined Mother's Day / b-day gift when I head up this week. Other pics of the print here (http://www.karyblack.com/wip/?p=1099). The glasses are still drying, but will be on in the final.
I've got my schedule worked out to allow a bit more personal drawing / sculpting time for the next while, so I'll have some more to post. Funny I still enjoy looking at the forum, but when I don't have anything to show I don't really seem to say much >.<
05 May 2009, 06:22 PM
Hey Kary! Welcome back, man!:thumbsup: Good work on the SP!
05 May 2009, 06:22 PM
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