Friday, December 21, 2007

Wednesday, December 12, 2007

More Construction Practice





You can never get enough construction practice right?

John is continuing his online courses, this particular assignment is drawing a 3d toy to understand form and construction with basic shapes.

Heres a couple attempts:

Wednesday, December 05, 2007

Wednesday, November 14, 2007

Chick

So heres my first inking attempt. I used a Micron Pigma brush and a Faber Castell Pitt artist pen. These brushes are fun to draw with and you can lay down large areas of ink with ease. The Micron pen is a little more like a brush in the sense that its a little flimsy where as the Faber Castell brush is a little stiffer and good for smaller detailed parts.

I originally screwed this one up in the face. I was expierimenting and went a little too far. I was also trying to be overly perfect. When I decided that it looked messed up I just started being loose and not caring so much and I think I accidentally salvaged it.


Illustrator ink:

Friday, November 02, 2007

More Stinky inks




Heres some more inks. Something weird is happening with my copy of Illustrator CS2 when I ink. After I get done inking, I save the file but am unable to open the file back up. It says, "Cant open Illustration ID - 50." It then opens up the file and all my inklines I made are gone!

Im still able to open the Illustrator file in Photoshop, but it rasterizes it, so I cant go rework it in Illustrator.

Ive never seen this before, but it only seems to be doing this when I use the brush tool. Is this a graphic card issue?

Sunday, October 28, 2007

Stinkin inks

Ive been inking in Illustrator lately with Brian Romero's technique. I was getting the hang of it but still having a couple of problems with really long strokes and round forms. The line was still squiggly and it didnt match up right. I asked Mitch, whos been crankin out some of his own kick ass inks and he gave me a few pointers.

Thanks guys!

So heres a few of my attempts.




Monday, October 22, 2007

Construction Practice with John K.

Head over to John K's blog and check out this great construction lesson he has posted. It got sort of messy, so I traced over the constructed drawing with some cleaner lines.

This sort of thing is great practice and it will help you understand the forms that make up a character.

Sunday, October 21, 2007

Touch up


So I decided that Chacho needed to be colored better. The first version is ok but you see too much paper texture coming through. You really have to lay the color pencil down thick for it to go into each and every pore of the paper. So the 2nd version here I just went over it a few more times to smooth it out.

Wednesday, October 17, 2007

Chacho and Makko

Its been awhile since ive busted out the color pencils.. so here ya go..


Makko

Chacho

Wednesday, October 10, 2007

Why cant I finish this drawing?


Man! Sometimes I have a problem with not finishing my drawings. I drew this a few years ago and just recently stumbled across it. I remember wanting to do the background but I just sat there and stared at it for way too long and lost interest. Just like that! I actually tried some background color schemes on a tracing paper overlay, but they were not working. Anyone have any ideas?

Saturday, September 22, 2007

More work from Finals week! slash huge 3d post.

I know theres some 3D haters out there and honestly it may not be my favorite thing to do. But.. This dude was pretty fun to work with. Although there might be a fair share of button pushing, and vertex tweeking, that turns most cartoonists off, there is also a fair amount of artistry that I enjoy doing.

I would like to go through some of the workflow involved with creating a 3d model.

1. Concepts:

Figure out what character you would like to model. Not all characters will translate well from 2D to 3D. (Anyone seen that Simpsons episode where Homer is in 3D..wierd.)
There is no single one way to design for 3d, but flat looking characters with no volume to their forms will probably not translate well to 3D.

Here are some early development concepts of Otis Strigifini from last year. Since then I have redesigned his face but kept his proportions.

2. Turnaround/Image Planes




To some, this is very important because most people cant just wing it in the 3d program. You have to have nearly exact front and side view of your character to match up in the viewports for reference. Once you get more comfortable in the program, exact image planes become a little less important.


3. Modeling

Blocking out your basic form starting with a box. Get the basic form down first and then start adding details.

Head details:

Once you have your overall form delete one side of the head. After your done, you can mirror over the one side to the other and weld the two together.
4. Texturing

If youre decent at modeling, you probably havent had too much trouble yet. Now you have to unwrap the mesh off the model so you can lay the textures out without them being stretched all nasty. This process is a bitch sometimes. Its called UV Layout.

Heres the owls head uv layout.

Now after all this uv crap, I got to do some painting..

I downloaded some cool Photoshop hair brushes to paint this color map. It took me about 3 hours to slowly build up this texture.
The beak.

5. Rigging

Ok now this part really sucks. This is the technical side that I havent gotten into quite yet. So as you can imagine I suck at this and had tons of problems trying to rig this little fucker. Rigging is putting in joints/skeletal system so that you can animate or simply just to pose your character. Tons of problems arise if you forget to do one little thing right or if a joint is facing the wrong way so expect to hate this process until you've done it a hundred times.
Heres Otis's skeleton.

Theres another whole catastrophe of a process called "painting weights" that Ill spare you the details of.

6. Lighting and Rendering.

This is actually a technical side that I actually enjoy. This involves setting up physical lights and making sure your character or environment is illuminated correctly and that your textures get seen as well as producing appropriate shadows.

Well, this a pretty basic knowledge of Maya, but for those who havnt used any 3D software, this is what they are teaching us here at AI.

Heres my final images.


Tuesday, September 18, 2007

Check out my short!







Hey Y'all! My short is done! Its my first attempt at flash and im pretty happy with how it came out. The sound fx could have been a little better but it is what it is I guess.



I animated the whole thing on paper first, scanned, and inked and colored the frames in flash. I did use some symbols when necessary. The whole thing took about a month.



Well let me know what you guys think! Thanks for stopping by!

Thursday, September 13, 2007

Sneak Peek!!
















Heres a few frames from my short. Its almost done but I still have some sound fx to put in. I should have it up by early next week!