Saturday, May 18, 2019


Metal

(daily): After not posting yesterday I decided to throw in two today and a bonus post below. These are two I did in my sketchbook today. Originally I started with the watering can just because the other day I needed to illustrate one for a birthday card and for some reason it never looked right. After looking up reference I realized I didn't include the widened nozzle like the one above has. After that discover I felt like making a sketch of another one today. 


(daily_2): After drawing the can I remembered something I've been needing to get better at is rendering metal. I wasn't very pleased with my armor chest-plate I drew above, but after scanning it in and seeing it with fresh eyes I actually think it doesn't look too bad. Funnily this happens to me a lot- usually the drawings I really like tend to look bad in retrospect, and the ones I think look shabby usually end up looking much better in retrospect, albeit this one was still just done today.


(bonus post): Although I have just used this blog for sketches and illustrations I don't see why I couldn't post these too. Since I missed yesterday's post I thought I'd try to go a little beyond the usual and show some of my 3D work. When I was in school I worked in Autodesk Maya, and although I wasn't very good with it anyway, now that I'm out Maya gets a lot more expensive if you're not a student so I decided to start working in Blender which amazingly is free to use and for the most part has many or most of the capabilities of Maya. 

Anyway, to the art part- below are some screenshots of my first attempts at modeling and rigging in Blender. Going in I wanted to stay very modest and make a blocky character who floats so I wouldn't have to animate a walk cycle. For this purpose, meet my new buddy "Cubo". No legs, and very simple geometry.




After getting a bit more into some tutorials on rigging though I actually started to feel a bit lame watching my instructor map out the joints on legs and programming the feet to react in certain ways when the leg moves, etc. while I just waited for relevant parts to start up again. Because of this, I decided to step up my attempt to a much more ambitious model (for a scrub at least) and ended up with a design more like a mannequin. Not sure if I'll post more on these things or not, but for now enjoy these screenshots. Below is attempt number two "Crank". 





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