Permalink #256 
arttorney's Avatar
Join Date: Dec 2009
Posts: 1,593
Moderator
  • Moderator
  • newWorlds_1st_x1
My Mood: Tired
Thanks: 165
Thanked 406 Times in 325 Posts

The Flaming Zombie- once a popular drink down at Trader Vic's it has now taken on a more sinister flavor.
Name:  flame zombie wip.png
Views: 0
Size:  110.5 KB
Name:  flame zombie wip 2.png
Views: 0
Size:  110.4 KB
Name:  flame zombie wip3.png
Views: 0
Size:  92.7 KB

Last edited by arttorney; 11-14-2011 at 01:04 PM.
  Permalink #257 
arttorney's Avatar
Join Date: Dec 2009
Posts: 1,593
Moderator
  • Moderator
  • newWorlds_1st_x1
My Mood: Tired
Thanks: 165
Thanked 406 Times in 325 Posts

I guess I need to tone down the intensity of this fur a little bit. You can't even see their eyes.
Name:  fur wip.jpg
Views: 0
Size:  116.3 KB
I think this is a little more like it.
Name:  fur wip.png
Views: 0
Size:  169.3 KB
Here are three poses of Thud himself.
Name:  fur wip thud.png
Views: 0
Size:  104.7 KB

Last edited by arttorney; 11-21-2011 at 04:12 AM.
  Permalink #258 
arttorney's Avatar
Join Date: Dec 2009
Posts: 1,593
Moderator
  • Moderator
  • newWorlds_1st_x1
My Mood: Tired
Thanks: 165
Thanked 406 Times in 325 Posts

Some edits
Name:  112211 wip2.png
Views: 0
Size:  217.9 KB
  Permalink #259 
arttorney's Avatar
Join Date: Dec 2009
Posts: 1,593
Moderator
  • Moderator
  • newWorlds_1st_x1
My Mood: Tired
Thanks: 165
Thanked 406 Times in 325 Posts

I did a little progress for my entry to POW 55 on conceptart.org and here it is. I already fixed those little specks on the first page low. I need to make some leather lashings to fasten on the club head and then I can put it in Thud's hands and stick him into this splash page (acting all triumphant). Having gotten that far, I only need to make a comet and I will have everything I need for the second page. I will only need to make some kind of semi-gross blood splatter to complete the third page in true Zombie-tale style. Three pages is how many I need to complete an entry. I need to finish up by next weekend.
Name:  page 1 wip 112711.jpg
Views: 0
Size:  99.5 KB
Name:  club wip 1.jpg
Views: 0
Size:  8.5 KB
  Permalink #260 
arttorney's Avatar
Join Date: Dec 2009
Posts: 1,593
Moderator
  • Moderator
  • newWorlds_1st_x1
My Mood: Tired
Thanks: 165
Thanked 406 Times in 325 Posts

Comet and Flame Zombie #2, also for Panels of the Week #55 (on another site).
Name:  comet wip.png
Views: 0
Size:  38.7 KB
Name:  zombie #2.png
Views: 0
Size:  85.5 KB
  Permalink #261 
arttorney's Avatar
Join Date: Dec 2009
Posts: 1,593
Moderator
  • Moderator
  • newWorlds_1st_x1
My Mood: Tired
Thanks: 165
Thanked 406 Times in 325 Posts

Things got a little hectic and I finished out that "Thud" thing in a bit of an ugly fashion. I need to pick it up again in a week or so to do it right and then I will post my three completed pages. Meanwhile, I am working on a fine art piece to be a third entry to the OCCCA Gothic exhibition. In about seven and a half hours I'll have a fully rendered ultra res version of this I can place my Maxim Verehin Pikachu or my Mudbox golem into. Just whipping up something hopefully tailored to the "movies, literature, dark, twisted" theme of the show. The golem will be easier for me to use because of the permissions issue. This is done in Vue 9 Complete. Looks like I barely made it on the file size.
Name:  pikachu background.png
Views: 0
Size:  445.1 KB

Edit: Well, now it only says it will take it another five hours and nineteen minutes.
  Permalink #262 
arttorney's Avatar
Join Date: Dec 2009
Posts: 1,593
Moderator
  • Moderator
  • newWorlds_1st_x1
My Mood: Tired
Thanks: 165
Thanked 406 Times in 325 Posts

Damn thing crashed in the middle of the night, I think because of some automatic Windows updates that took over the CPU. I got there eventually, though.
Name:  golem for internet.png
Views: 0
Size:  260.1 KB
  Permalink #263 
Camske's Avatar
Join Date: Oct 2008
Posts: 68
Member
    Thanks: 9
    Thanked 24 Times in 20 Posts

    from the bit of experience I've had in understanding the 3D workflow while I've had the trials. Might I suggest to focus on say one character for a month or two and really get deep into all the aspects of the pipeline. From concept sketches > base mesh > retopology > sculpting > texture painting and so on. Also exporting into a game engine like UDK and even rigging to make it a playabvle character within the engine. Since there's so much to learn and 3D can get very complex.
      Permalink #264 
    arttorney's Avatar
    Join Date: Dec 2009
    Posts: 1,593
    Moderator
    • Moderator
    • newWorlds_1st_x1
    My Mood: Tired
    Thanks: 165
    Thanked 406 Times in 325 Posts

    I can try, though I think all that will take much more than a month or two. Let's take this as my base concept.
    Name:  Birth of Chiron small.jpg
Views: 0
Size:  220.8 KB
      Permalink #265 
    arttorney's Avatar
    Join Date: Dec 2009
    Posts: 1,593
    Moderator
    • Moderator
    • newWorlds_1st_x1
    My Mood: Tired
    Thanks: 165
    Thanked 406 Times in 325 Posts

    I will need to do some tutorials and doodle around more before I really understand the modeling tools of Blender, but i got this far in a short time.
    Name:  chiron wip 01012012.png
Views: 0
Size:  26.5 KB
      Permalink #266 
    arttorney's Avatar
    Join Date: Dec 2009
    Posts: 1,593
    Moderator
    • Moderator
    • newWorlds_1st_x1
    My Mood: Tired
    Thanks: 165
    Thanked 406 Times in 325 Posts

    I was mostly subdividing faces rather than edges to get this far, and I figured out how to extrude individual faces in Blender. I need to get in a session where I see the differences I get from subdividing edges.
    Name:  chiron wip 010212-1.png
Views: 0
Size:  154.4 KB
      Permalink #267 
    arttorney's Avatar
    Join Date: Dec 2009
    Posts: 1,593
    Moderator
    • Moderator
    • newWorlds_1st_x1
    My Mood: Tired
    Thanks: 165
    Thanked 406 Times in 325 Posts

    I inked an old graphite drawing and I have a further update on my model of Chiron at birth.
    Name:  self portrain 2012-0001 small.png
Views: 0
Size:  496.9 KB
    Name:  chiron wip 010212-2.png
Views: 0
Size:  21.1 KB
      Permalink #268 
    arttorney's Avatar
    Join Date: Dec 2009
    Posts: 1,593
    Moderator
    • Moderator
    • newWorlds_1st_x1
    My Mood: Tired
    Thanks: 165
    Thanked 406 Times in 325 Posts

    Still fighting my way forward on this. The mesh looks pretty ugly at the moment. I guess it will be a great opportunity later for me to learn about all the mesh cleanup tools.
    Name:  chiron wip 010612.png
Views: 0
Size:  28.1 KB
      Permalink #269 
    arttorney's Avatar
    Join Date: Dec 2009
    Posts: 1,593
    Moderator
    • Moderator
    • newWorlds_1st_x1
    My Mood: Tired
    Thanks: 165
    Thanked 406 Times in 325 Posts

    I've been very busy in the day job but I put in some more time on this today. I learned some things I can do with edge select I think will help me clean up that ugly gash in the top of his head (second image shows it). I'm fighting to use only Blender as I build up because it has the Game Engine Art of Illusion lacks, it can be used on my 64 bit computer, it can composite (including animations), and it works with the DrQueue distributed rendering software. I need to learn it to get where I am trying to go. (DrQueue in turn can work cross-platform so I can network my three linux computers with my two Windows computers. That old laptop I'll probably use as my router is liable to have nothing on it but DamnSmallLinux, Samba, and Blender for lean-meanness, but we'll see about that as I find out what headaches beset me in the process of making the network. Knoppix works on it and Xandros, but it's too small for Fedora11 & above. Vector Linux is running really slow on it.

    Name:  chironwip 011112-1.png
Views: 0
Size:  29.9 KB
    Name:  chironwip 011112-2.png
Views: 0
Size:  39.2 KB

    Last edited by arttorney; 01-11-2012 at 03:15 PM.
      Permalink #270 
    Voodoo-Mama's Avatar
    Join Date: May 2011
    Posts: 208
    Senior Member
      My Mood: Buzzed
      Thanks: 0
      Thanked 78 Times in 76 Posts

      You have a lot of triangles in your 3d works, in general you should try to avoid them. If they can't be avoided you should hide them in places like behind the ears or the corners of the mouth, or in places that are not going to be moved. Triangles mess up the texturing and the rig, that's why it's important to work in quads.
      I don't know if you knew this already but I'm posting it just in case. I hope this helped you.


      Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
       

      Posting Rules
      Smilies are On
      [IMG] code is On
      HTML code is Off