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Showing posts with the label Simon

Toolkit Evaluation

 2D toolkit- This year we did more life drawing which i found really beneficial to helping improve my overall gesture and anatomy skills, and i think the approach this year of trying new techniques like working with chalk, swapping hands, focusing on shapes and flow of gesture really helped me when i found myself stuck and unsure of how to improve. I actually found swapping my dominant hand to be a really useful exercise in not getting lost in the details and working more with the larger shapes and forms in a figure. I also did get some use out of working with chalk to identify values, but I don't think it is particularly a medium I would use again, mostly just because of the mess it makes. But i did take away a lot from life drawing this year and I think I've seen an overall improvement in my art because of it, even if just a little bit. We also looked at and improved new skills such as photobashing, tonal values, and new tricks to help with perspective. I thought that the ton...

Toolkit Master Post

 2D Toolkit - https://kennylycettgamesart.blogspot.com/2024/09/character-design.html https://kennylycettgamesart.blogspot.com/2024/10/practicing-perspective-tavern-task.html https://kennylycettgamesart.blogspot.com/2024/10/perspective-grids-in-photoshop.html https://kennylycettgamesart.blogspot.com/2024/10/anatomy-and-gesture-drawing.html https://kennylycettgamesart.blogspot.com/2024/10/anatomy.html https://kennylycettgamesart.blogspot.com/2024/10/personal-work-wip.html https://kennylycettgamesart.blogspot.com/2024/11/hands-recap.html https://kennylycettgamesart.blogspot.com/2024/11/observational-sketches-life-drawing.html https://kennylycettgamesart.blogspot.com/2024/11/photobashing-and-separating-values.html https://kennylycettgamesart.blogspot.com/2024/11/folds-and-gestural-work.html https://kennylycettgamesart.blogspot.com/2025/03/lineless-illustration.html https://kennylycettgamesart.blogspot.com/2025/03/analysing-compositions.html https://kennylycettgamesart.blogspot.com/2025...

Modelling Process - Quasar

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  Making my base mesh - My very first step in the model making pipeline is making a base mesh, You can do this in a few ways, either in Zbrush with the Zspheres function, or making a base mesh in a 3D modelling software such as Maya or Blender. For me I decided to make my base mesh in Maya. Personally, I find Z spheres very difficult to use and I don't like how they are very restrictive in terms of the shapes i can make with them, I much prefer the modelling process Maya offers and how I can make a wider variety of shapes with the primitives, extrude tool, and the ability to push and pull edges and vertices to my liking. For most of my model, I extruded cylinders to build up the arm and leg shapes, i used the same process for the torso and tail. For the head it was a little more tricky as my character has a long wedge shaped skull, for this i used a cube and utilized the transform and scale options to move some edges to get that nice triangular shape, I also had to place in so...