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Thread: Greip's Sketchbook
July 25th, 2012 #170
Regarding the creature design, i was referring to the ones from previous pages, like this one but particularly
this one , and thank you for posting the stept
regarding the figure drawing, i saw how you gradually construct, and i consider it a good thing to start with a good
few flow lines, but on the other hand when i look at this for example i feel the flow, i see it, but i don't feel the
confidence of the pose. i can't feel balance and i can't feel like the figure is standing. i actually get a slippery feeling,
and i'm waiting for it to fall. It may be because of the feet as well. The first figure from that link for example has very
thin feet. they don't seem to be capable of carrying the weight of the figure. same thing with the second and forth figure.
2nd one in particular! they are so flat.. so little construction is happening there
hope i was a bit more clear this time
Hide this ad by registering as a memberJuly 25th, 2012 #171
I fail to see how more than a year old drawings illustrate my current condition, BlackDelphin. Although I agree with you, they are still old mistakes which I think is not as apparent in my current work. Yes, a lot of my quick drawings and figure drawings lack elaborate construction. But that's mainly from the time budget and/or intention. If you look at pieces I've spent a lot of time on like these you can see that I use construction in all its steps quite extensively:
1, 2, 3, 4, 5
My point is that pieces never intended to be taken longer than the gesture stage or observational sketches (although I agree that I could've avoided some mistakes) done in a hurry do not illustrate my skill level. I agree wholeheartedly that I need to get better. What irks me is that I think I'm reading from you (between the lines perhaps?) that my intention was never to use better construction. That perhaps I should use other methods. Do you follow me? In the above examples I did so quite clearly. Not saying they're good construction work. I'm trying really hard not to sound defensive, this is as much a way to explain my process which might or might not come to use for someone. Thank you for taking your time though.
Last edited by Greip; July 25th, 2012 at 03:53 PM.
August 15th, 2012 #172
Back again. Here's a pretty big update.
I'll begin with posting observational drawings.
First off quick drawings done on a longer car trip. One art blog that I watch (which I can't pin point right now) wrote about making sketches on the train.
That one should remember a scene and draw it from memory. That's what I tried to do here but in a car.
Gestural drawings of people in motion
West coast in Sweden (Bohuslän, Sweden)
From my hike in the mountains (Ammarnäs-Hemavan, Sweden)
And here's some stuff from my imagination.
Tree monster sketch plus some dull colour
Done while playing Heroes of Might and Magic 3 with my friend over Gameranger (simulated lan). Started in one end, built it further between my turns.
Poster idea, about a possible future if we don't change our ways.
A poster which asks that even though we might survive the total exploitation of a planet, what then?
Should we continue like infernal intergalactic grasshoppers to make the same mistake over and over?
Another environment idea
Phew... That must've been a posting record for me.
August 23rd, 2012 #173
August 25th, 2012 #174
Greetings. I bring images.
A sculpt based on my new RPG character for the pnp game Mutant:UA. Felt good to sit a couple of hours in Zbrush,
and also got to try the latest version, R4. Started with a very rough silhouette with Shadow Box. Went to Dynamesh directly,
pulled, sculpted, cut with Clip Curve, researched beavers. And now I think it's ready for colouring.
Sometimes I like to play with my oh so serious work. I think we can afford to do this when we've undo:s.
August 31st, 2012 #175
November 11th, 2012 #176
Here's some leftovers, character design and a 2D Render!
Don't know when I'll continue with the character idea but I'd like to make it to a final 2D render and even a
ZBrush sculpt, maybe even a finished game model. But it won't happen right now. I'm in the midst of starting
an indie studio with fellow students. Busy and rewarding times.
At first I was thinking that the lizard character should be a Monotreme, like the Platypus and Echidna. Lying
eggs but they still have mammary glands. But at a later stage after some research I found out that reptiles
and especially those around colder parts of the world breeds live young. Like the Viviparous Lizard, a common
lizard here in Sweden ("Skogsödla", Forest Lizard). And I toyed with the idea of a lizard living in a cold fantasy
kingdom. Perhaps making it into a game for two where the other player played as a human. And cross species
interaction ensues. The moderately sweet kind that is. Nothing else. I also had a female in mind first, although
this species have males as well of course! I couldn't be arsed to design both of them at the same time, but they
will look very similar.
This species usually travel around in the cold with more clothes on. I wanted to focus on the body design first. I've
a few ideas for the clothes/armour as well. They will come later. And here's some leftovers from a few months ago.
And render! More info about it here.
Last edited by Greip; November 11th, 2012 at 02:39 PM.
November 12th, 2012 #177
November 22nd, 2012 #178
@Flaskpost: Tack och bock! Ja, jag kände att jag tog nästa steg i min skulpteringskarriär.
Hur är det i Talinn?
Life drawing! Tried to push my gestures into more extreme poses, which my great teacher Pernilla Persson
always talks about. It's not about making photo-copies but rather analysing and exaggerating (if you use
it as a means to learnt to construct believable characters from your imagination, that is).
December 2nd, 2012 #179
Hello, here's some sketches for my first commercial project, or it's an indie game aimed
at being sold anyway. It's a multiplayer social role-playing game where the players take
the role of ambassadors. One ambassador per race. It takes inspiration from analogue
role-playing games that usually doesn't contain victory conditions (only lose conditions),
and the digital game Space Station 13. A game where the player will be focused to create
a compelling story rather than winning. This is just early exploration sketches, we're doing
game design for the most part at the moment.
And here's a ZBrush sculpt. Progress pictures, the upper left one is pretty early, and it goes
down in ye olde western reading pattern. We'll see if I will continue working with it. A good
challenge none the less, since when I sculpt for games I usually do a lot of symmetric sculpting
in easy (and boring) poses.
December 13th, 2012 #180