Thursday, 22 November 2012
Saturday, 27 October 2012
Saturday, 22 September 2012
Well, I had already been working on a head (even if what you see here has gone through substantial changes from what I posted a while back), so the next logical step is to expand that. Still no shortage of stuff to do before I can call it done, though I really like how it's coming along.
Thursday, 20 September 2012
A collection of stuff from something I'm working on right now. The idea was to envision how a Dilophosaurus might be able to be handled in a potential video game setting, in this case as a stealthy predator that slinks through the underbrush (and it is for this reason that I decided to make a few deliberate design choices to help further push the look, such as the stouter limbs). Still plenty of work needed to clean up the sculpt, but I like where it's heading. I started shading the last drawing, but decided it did its job as-is and so I'm posting it that way. Also, yes, those are the same eyes I posted earlier. No, I'm still not entirely sure what I'm going to go with, but it's probably going to lean more towards the two on the left.
Friday, 14 September 2012
Did some more work spiffing up the Kaprosuchus from earlier. Also decided to put him in a much more active pose, in this case a gallop not unlike what is observed in some modern crocodilians. Posing went much more smoothly this time with no unsightly projections to be had, even if the process is still as tedious as ever.
Saturday, 1 September 2012
These are a few warning signs I produced. The first one was the 'Don't Feed The Animals' sign at the top, and then people enjoyed them so much that it didn't take long for me to crank out more. I originally took inspiration from the signs at zoos and stuff which say the same thing, and wanted to put my own spin on it in a unique and comical way. It was also really enjoyable to experiment with the very graphic, vectorized style used as I've never really done that sort of thing before. They are actually super fun to make though, so if anyone has ideas for more please do drop me a comment!
Wednesday, 29 August 2012
Another quick one from the Royal Tyrrell. This was done almost out of frustration after taking a couple stabs at ornithomimids there and and achieving less-than-desirable results (the start of a hand from one can be seen in the bottom right corner). I liked how this one wound up though. I think it's the sketchy looseness of it that I enjoy. Also, why is it hardly anybody adds 'lashes' to their theropods? Personally I think it can look kinda interesting and wanted to at least see how it would look to try adding some here.
I think the mount was of Ornithomimus, but I can't quite recall for certain. In any case, that place really has some nice ornithomimids on display and it's real easy to get a good look at most of them from an array of angles.
Monday, 27 August 2012
These were some quick eyes done as concept work for a creature design. Eyes are something really interesting--they can really give an animal a lot of soul and character when done right. Thing is, for this design I really don't know how I want to handle the look of the eyes. I took a few minutes to sketch out some ideas and get them down, but... I just still don't know. There's a little bit of something about each of them that I kinda like.
I'll be posting more development of the creature later on, so we'll see how it shapes up and what I decide to eventually go with.
Wednesday, 15 August 2012
Posing was achieved through the aid of masks (since there aren't exactly a ton of ways to pose things in Sculptris), which in fact turns out to be a very long and tedious process (for Sculptris, at least) that yields less-than-ideal results (indeed, I cleverly angled the camera here so as to hide the messiest bits).
Monday, 13 August 2012
It was made in a free sculpting program called Sculptris. Made by the developers of ZBrush, Sculptris allows you do do many of the same things as that other program. However, there are a few things that can't be done in Sculptris. For example, you can't get anywhere near as high of a resolution to the sculpt as you can in ZBrush, making it incredibly difficult to make crisp, good-looking texture. Oh well. At least it has a very user-friendly interface and is relatively straightforward to use.