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April 14, 2013

Long story short, I ditched my previous project for the Escape Challenge and took off with something completely different, which I’ve been busy with the last 3 weeks.

The concept is simply; astronauts fighting for their survival on a spaceship overrun by Lovecraft inspired monsters, with the twist of clean-styled pixelated 3D graphics and exaggerated proportions. For the final presentation I’m aiming for a sequence of images following a pair of astronauts venturing through several rooms in the craft dealing with different obstacles, mainly the monsters.

Here’s the current progress of the astronaut. The first asset I modeled for this project.

First plan was to have humanoid fish monsters as the main enemy as I found them a bit funny but they will be replaced with another type of creature also inspired from the Cthulhu mythos which will make more sense for the setting.

Some early environment tests. In terms of lighting I haven’t set on any particular style or technique. Below I’ve just made some testing with traditional light mapping.

So far I’m quite excited over the project. The chosen style makes asset production pretty fast but has presented some interesting challenges as well.

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April 6, 2013

It’s been a while since I posted any drawings. That’s no good so here are some.

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March 22, 2013

So the sketchbook has been going a bit slow recently. I am still drawing but don’t really care to show the new additions right now.

But this post is about something else. A while ago Polycount started a new competition namely The Escape, where one is to make an interpretation of the word escape through building a 3D piece fit for game specifications.

Since it was a while ago I participated in anything I thought it was a good idea to give it a shot. Been mostly blocking things out so far. The concept is a metaphor, a person being tormented by emotional baggage represented as an abstract monstrosity.

I started with some drawings to define the idea. Don’t know how much they actually helped as the 3D version is already taking another direction in terms of style.

The current stage of the models. The monster will provide the greatest challenge technically. As I want a lot of definitions through optimized means I will need to build it with modular pieces and do some material trickery to make things blend together. If I get that far I’ll definitely demonstrate what I had in mind.

For the moment undecided of how I want the girls face to look. Those who know me personally might think it loosely resembles the female version of someone in particular.

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March 9, 2013

Just some random things. No particular thoughts behind.

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March 4, 2013

Was a while I did any type of painting so I took the opportunity to figure out what I’m aiming for with my Space Marine project.

I usually don’t use 3D as a base but it fitted nicely for this occasion, since I already had the basic shapes figured out it would be quite a waste of time trying build them up again as the purpose of this image was to just refine the design.

Thought it was about time I posted some 3D-related work here.

Been spending the last month fleshing out what’ll be my take on the famous Space Marine (or Adeptus Astartes as I prefer to call them) from the Warhammer 40K universe.

Currently everything is pretty much at the block-out stage. In difference to previous projects I went ahead and created a rig for the character when I had the whole armor fleshed out. I found it very useful for testing and addressing practical issues of the design as well as start thinking about the final presentation which is quite important.

Most of my 3D experience lies with real-time rendered assets but for this project I’m aiming for something fit for film.

As hinted by the screen-shots I’m going to have the warrior standing in some powerful pose on a war-torn pedestal. The presentation will be renders from a couple of angles as well as a turntable-video.

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March 2, 2013

Been having the urge to start doing more from imagination again so that’s what I’ve been doing.

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February 23, 2013

And more studies.

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February 16, 2013

Keeping up with the portraits.

Almost every time I observe the scans before I post them I catch some fundamental mistakes which slipped by when I was drawing the thing. Memorizing these kinds of fault should minimize their future repetitions I hope. It’s usually some proportional line I’ve missed. In case of the portrait to the left, the lips are pushed too much to the left making it look as if she’s got an under-bite going on. An expression she could make most likely but not what was happening in the photo. Cheeks got too big as well.

It’s meaningless though to strive for perfect accuracy. Studies are for expanding your visual library, not for copying. On a positive note I’m pretty happy with the right portrait, of which I though would be the harder of the two but turned out the opposite.

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February 10, 2013

Continuing on referencing female faces. Although I don’t think I’ve managed to really capture the essence of the characters I feel I’m slowly building up my visual library.

Even though these take a bit longer than the usual from imagination stuff production level is higher due to not having to think something up to draw, focusing more on how to construct the drawing itself right away.

February 2, 2013

Started working more from reference (in this case photos cut out from newspapers) and noticed some weaknesses that should be addressed.

In the two cases below I found it difficult to depict the  way the cheeks deform when smiling without overdoing it, making the face suddenly look older or just unattractive.

I also feel that I need to revisit the way I construct faces in my drawings of which I plan to resolve by doing regular construction exercises.

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January 26, 2013

New pages on the sketchbook and a new drawing.

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January 24, 2013

Here’s what my under-drawings may look like before I ruin them with paint. Markers can be pretty effective for laying in basic values.

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Enjoying the medium so far. Making mistakes all the time but it’s part of learning. Been producing a bunch of quicker ones, most left unfinished as seen below. I’m more interested in finding a good workflow than taking something to completion at the moment. It’s not worth laboring over something just to realize in the middle of it that you should have started in a different way, at least in this case I think.

Although one should take their time, something I can have difficulties with from time to time.

Process-wise I found satisfactory results by handling gouache as water-color, going from light to dark, using the paper as the brightest value. However, I’ve often fallen into covering too much, ruining the highlight, going over it with white paint which blends in with the underlying coat and starts the appearance of a dark to light rendering style, from which the rest of the image should follow along to maintain consistency.

Writing this I realize I need to become bolder with applying opaquer paint if I want to achieve a more “solid” kind of rendering, covering the under-drawing entirely etc. We’ll see what I come up with next simply. Thanks for reading.

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January 19, 2013

This weeks batch of lunch-sketches.

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January 12, 2013

Winter-vacation is over and I’m back at work at Tarsier Studios, so I’m going back to my usual habit of drawing in my sketchbook at lunch-breaks. By the end of each week I’ll scan in whatever I managed to complete and show it here.

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