Woman in a stripy dress


I bought a copy of Artrage a few months ago and have been playing around with it. I really like the pencil tool so thought I’d have a go at doing a bit of sketching.

I found some notes I’d made in the summer while sitting having a cup of coffee in town. I didn’t have anything to draw on so I just made notes instead. The first note I made was ‘-Fat girl strippy dress short black bob’ so that seemed like a good place to start!

And yes, I know I spelt ‘stripy’ wrong, thanks to the blog police (Steve) for pointing that out! :)

Sally – wip mesh


This is Sally, she will be the other star of the iRover short, in other words iRover’s owner. I built her head over the past couple of weeks and her body was adapted from the Pepper model I built a while back. I was never happy with Pepper’s head, the topology was very messy and didn’t animate very well. Here’s my initial sketch of her, I did play around with her proportions quite a bit.

So I did a bit of searching and found a few good professional workthroughs on youtube that helped me sort the head topology out. So a quick thank you to Angela Guenette of Ponder Studios for her ‘Sintel’ making of videos:

And also a thank you to Glen Southern over on 3D World’s youtube channel for his 14 episode topology workthrough. Be warned his whole tutorial is around 2 hours long.

After studying these videos for a bit, I started building Sally’s head and got a better feel for the flow of the curves, it’s looks and feels a lot better now, and I’m 100% confidence that it will animate a lot better.

Painting a Minotaur: Part 2


Here’s part 2 of the Minotaur timelapse. I was hoping there would only be two parts, but I really got sucked into it. One good thing is that I’ll be able to see exactly how long I’ve spent on this from my screen recordings. I’m guessing Part 3 will be the last.

iRover Rig test


This is another work in progress of the star of the short film which I’m working on with Craig Smith, mentioned previously in the Apartment mockup post. Obviously he’s not textured yet, and the animation is pretty rough at the minute, I didn’t spend so much time on the running cycle since this was just a test to make sure the rig was working okay. Although he’s a robot dog, I still think I need to use some artistic licence and loosen up his legs a bit, his movement doesn’t feel quite right yet. I also think his feet may need tweaking, they’re too long as they are. The rigging is all pretty simple, it’s mostly all ‘hard’ rigged, in other words there aren’t many soft areas in the vertex weights.

Here’s some of the original sketches I did, I think he looked a lot more like K9 back then, when I really wanted him to look more like Gromit. I definitely prefer the floppy ears as they are now, than these antennae types…

I’d started building him in C4D version 8.5 a few years ago. I’d managed to get some really nice renders there, but the rigging wasn’t so hot in that version, so this was as far as I’d got…

But now that I know Blender a lot better, I’ve a better feeling about getting further with the story. I’m still working on the animatic, so I’ll post that when I get the first draft done.

Apartment mockup


I haven’t had much time for posting recently, but I have been doing a few bits and pieces here and there. I’ve finally moved up to Blender 2.59, and looking forward to some of the integration from the GSOC developments, particularly the tracking feature. We’re all gonna have a lot of fun with that, tracking robots into our backyards, etc!
In the meantime, I’ve been trying to plan out a set for a short animation of a script written by Craig Smith over at Motion Comics. It’s been in development for what seems like forever, simply because I can only get working on it between work. More on all that later. I’ve so far been trying to build an interior to get an idea of how things will act out, and roughed in some furniture. I’ve also put some figures in there to get an idea of scale. I had originally built it as an apartment, but I think it’s going to end up being a house, therefore I’ll be losing the bedroom. Still a lot of work to be done with it, but it’s a start, and it’s the first time I’ve ever built a proper interior set before.

Painting a Minotaur: Part 1


I’ve been doing a few more rough sketches for Conflicting Kingdoms and I’ve been trying to settle on a few designs for minotaurs which will be included in some of the paintings. Some of the other artists have already done a lot of the minotaur cards, I always like to try to get a new creature design right before I start incorporating them into a full-blown illo. Then I decided to take one of them a bit further and paint him up, since I hadn’t done any painting for a wee while. I’m still working on it, but here’s Part 1 of the time-lapse. Keep an eye open for Part 2.

Colouring the Light – Part 3


Once you have the grayscale values done, it’s time to move on to the colouring. You still want to keep it flexible and loose at this stage, to make it easier for quick decisions-making.
Taking your grayscale from the previous stage, pull your blacks down to about 70% using Levels. Then create a new layer on top and set it to Multiply. When you start painting on this layer with colour it will darken what’s below, so pulling the blacks down in the previous step will counter this. Switch your brush to hard round with no pressure and start colouring. Just work in solid, flat colours for now, it will make them easier to change, since you’ll be able to Magic Wand a block of colour. This might take a bit of getting used to getting the colours right, but just play around and you’ll get the hang of it.


I’m not going to go into colour theory here, that’s a whole other set of blog posts and there’s plenty of them around. Work individually on each character and try not to let one influence the other, and play around with skin tones. Even if a colour isn’t working on one character, you can always try it on another. It also helps to keep some coordination within the colour palette for each character if you can.

Once you’re done with the basic colours, you can move on to the final stage of highlighting. Add another layer on top and switch the layer mode to Lighten. You should be able to colour pick beneath where you want to highlight, pull up the lightness and saturation of your picked colour and start painting. Work over the characters, you’ve already added the highlights at the value stage so this shouldn’t take too long. Try adding in a bit of complimentary light to the rim on one side to imply a secondary light source, just to punch the characters out a little more.
You could leave that as the final state but I’ve gone a little further and added a Normal layer and just painted over some areas to blend them in a little better and tidy it all up. I also added in a Colour layer to tweak some of the colours here and there, like the flames coming from the Sorceress’ hands. Then I added a Colour Dodge layer and lightly painted over some of the highlights to bring out more contrast. I also worked over some of the metal areas on that same layer, like the swords and armour, since the Colour Dodge method is great for adding sheen for these types of material.

Once you’re all done, hey presto! You should have a decent set of characters for your portfolio!

Later on, I’ll take two or three of these designs and work them up to a more polished character design with side and back views.

If you have any questions, or even any tips to add to this just pop them in the comments below.

Part One – Embrace the Shadow

Part Two – Lighting the Shadows

Lighting the Shadows – Part 2


Taking the silhouettes and scanning them into Photoshop, you can start working on adding some depth. It is more obvious on some of the silhouettes what type of character they will end up as, but you shouldn’t be afraid to completely change them if an idea comes up, just keep doodling and sculpting it into something you think works. What you shouldn’t do is use reference of any kind at this point, it all has to be loose and come straight from your head, just rely solely on your imagination.

The biggest advantage of working with silhouettes is that you haven’t invested too much time with them yet, so there’s no need to get precious about them. If you compare the original scan you can see I drastically changed the complete design of the sorceress while still keeping the same basic pose. What you also should do at this point though, is use the opportunity to fix any proportion issues.

I just used a round hard brush with pressure set to Opacity and switched back and forward between various sizes. Don’t worry about any textured brushes, just concentrate on filling out the characters and getting your values right. The other thing you should do at this stage is to pull the black of the image down to 50% gray, this will give you the scope to add both highlights and shadow to the figures.

PS POWERUSER TIPS:
d key – Switches the Foreground and Background to black and white respectively.
x key – Toggles the Foreground and Background colours.

Here’s a few stages with a couple of the figures to show you what I mean.

Sorceress silhouette: Click to enlarge

Cowboy silhouette: Click to enlarge

And here is the final set. I’ve given them all names to make them easier to identify, and also to help me remember what direction I want to push them to the finished stage. Next up is colouring.

Click to enlarge

Part One – Embrace the Shadow

Part Three – Colouring the Light

Embrace the Shadow – Part 1


I’ve been doing a lot of other stuff recently, and decided last week that I needed to have a bit of a doodle for myself to loosen up a bit. But, what to do.. what to do!

Well, one way I’ve found if you’re not sure what you want to do, you don’t want to get into anything too long-term or intense, and you like having a go at character design, is to have a go at silhouette doodling. It’s a great way to take the pressure off and relax if you have a bit of artists block too, and it can’t hurt having a bit more character work in your portfolio.

I’m constantly trying to stay off the computer as much as I can, since I spend all day looking at one in work. So I got myself a Sharpie, and to take the roundness off the tip and give a bit of a chisel edge, I sliced the tip off with a scalpel. It wasn’t the cleanest of cuts, but that was a good thing since it made me think differently about what way to hold it to get the shapes I needed. Then I grabbed my sketch pad and started doodling and didn’t stop til I had these 12 little beauties to work with. You can, of course, do this process digitally if you prefer. More on this tomorrow…

Click to enlarge

Part Two – Lighting the Shadows

Part Three – Colouring the Light

Stop Staring Test – Beautiful People


I recently bought a copy of ‘Stop Staring – Facial Modeling and Animation Done Right’ by Jason Osipa. For anyone wanting to perfect their character animation and acting, this book is a must. A couple of things though, firstly, the book is mostly geared towards using Maya. However a lot of the basic principles can be translated to many other software packages with a bit of tweaking, which brings me to the second point. In my opinion you would need to have a good intermediate knowledge of your chosen 3d program to be able to work with the book if your not using Maya. All that aside, there is an amazing amount to be gleaned from the book, from lipsync, the main principles of mouth shapes or ‘visemes’ and how to control them, all the way through to the correct topology when building a head. Well worth the money.
So I’ve been trying to translate the principles of using one bone in the armature to control Shape keys with IPO drivers in Blender to get some basic lipsync working on a rig. I haven’t gone into any of the eye controls or expressions yet, but that will just be an extension of what I’ve created here. I’ve only used three shape keys here, the X location of the bone controls the narrowness of the mouth and the Z location controls the openness. Just a basic setup to make sure I know how it all works before I take it onto a proper rig.

Follow

Get every new post delivered to your Inbox.

Join 85 other followers