alksndr's sketchbook


This is shaping up to be a great thread.


Thank you guys! Here’s some work from the past week. I appreciate the help Artur, the simple abstract 3 value stuff I did has been really helpful at training my brain to recognize better images not just images that look nice because they have sexy details and goodness on top.

Messing around with Rift!

Here I’m taking a screenshot from a film and doing a 1-2 hr sketch using same composition and value ideas but with my subject of choice

3dCoat/Houdini/Octane blockout for this one

30 min color study


OH man! Cool stuff!

Really like your film studies and those sketches on paper.


Thanks man! New stuff here finally. VR is tooo fun



some studies… try to stick around 30 min each with these


Awesome work all round, especially love this piece though; If you added some more reflections on the vehicles on the right to call out their silhouettes and gave that interior some detailing it would definitely help push it!


This is a fun thread to watch! :slight_smile: I like your brushwork


Whew 3 weeks flew by!! Thanks for the comments guys. I appreciate that Conar, I agree for sure. Thanks Miguel :slight_smile:

Some new stuff, have a couple more things cooking so I will get back to a weekly posting. VR->Houdini->Octane->PS


Lots of art juice in this thread alksndr! Your gravity sketch pieces look pretty cool too! I just picked up an oculus rift and I’m looking forward to seeing how VR could be implemented into my pipeline. Keep it up man.


Thanks Michael! Let me know if you have any questions about working in VR I will happily answer as best I can, I am full steam ahead in it and there is no turning back for me lol. It has become a staple, I think it will for you as well. Its so intuitive.

Speaking of VR, this weeks update is all straight out of VR only. I had big plans to have this all rendered and painted over, and I worked fairly hard, but I didn’t come close. But I did learn basics of substance designer and got megascans and figured out how to implement it all into my workflow. The next step for me is to get highly realistic renders from the scans and substances, I see my future working process being: 10% incredibly quick sketches to think, 80% 3d to make, and 10% painting on top to make it look like art.


VR Houdini Octane PS as usual


fixed some of my atmosphere problems with the previous and did another. Next one I’m going to work on my problems with colors.


good stuff ! I like how youre experimenting with compositions. Also really cool with the implementation with 3D.


Thanks Hannah!

Have some more paintings to show soon, but for now, something quick on the technical side. Trying to create a master shader for octane, currently have 6 layers but unfortunately only one of them will have displacement. This is okay for my purposes for now, I will have to revisit with a new plan of attack for multiple bumps and displacements for all the layers. All procedural no UVs (besides the ground)

By the way this is modeled with Gravity Sketch, I make red colored paint strokes on a separate layer for future boolean operations in mind then process the geo in Houdini and subtract these panel lines and cutouts. Nothing crazy but I really think its a good way to hold us over until we get all these proper controls in VR programs.


Some callouts and another full shot. Everything modeled in Medium. Going to do some interiors next week and finally post some sketches up :slight_smile:


Loving these! How are you finding the 3D workflow in terms of speed?


For me its been slowish but it scales really really well, so if I need to do more than one image of an idea its much easier and faster. I’m spending a solid day just building assets but then the next 5 shots can just be moving the camera, I’m not worried about an overhead shot because I don’t need to find hi res photos of ruins in that perspective, I can reuse assets for multiple shots etc. But it is surely slower than just being a badass craig mullins who can paint this no problem you know? One thing I look forward to trying to sell is that while it may be slower in one off cases, the pipeline overall gains speed because there is no back and forth with modeling to translate the concept. Modeling just becomes cleanup and retopology which I think makes sense.


Wow!!! It’s great to see everything going on here. Especially like those pillar callouts! Fukn… BEAST!


Thanks so much Bruce!

Man its been too long since I last posted, here is an update on what I’ve been up to :smiley:

Going to be learning blender next, super excited! Also I updated my demo reel with some of my projects from a while ago that finally came out. This is mostly a VFX reel but I did get to do some concept design for a few of these