Sunday, November 27, 2011

Studies studies studies

As some further research, I have done a cloth study as my character will be wearing drapery, and have done some other studies and drawings for practice.

As a short mention I would like to explain why do I work in this way, doing more studies than personal work, investing 99% in practices that can not be showcased as portfolio work and so on.

One of the most important things that art enthusiasts are not aware of, is that talent is a misconception, a work used wrongfully as a substitute for "experienced" or "more aware of visual circumstances"

In order for me to generate and evaluate new ideas, and to be sure that my work relates to the current activities in my field, I feel it is necessary to undergo a series of steps in order to prepare properly for each and every task.

For example I know that my future character that I will be working on in the near future will have an organic anatomical part, a hard surface metallic part and a cloth part, be it pants or other cloth related accessories.

In such cases I will always start with a painted study after a reference stock image. The study below deals with materiality, cloth deformation and general painting techniques that I hope to apply rigorously when the time comes in my future portfolio characters.

I will try as often as possible to undergo this approach, making sure that the visual choices I take have good pertinent reason behind them.

Hope this helps,

Friday, November 25, 2011


Hey guys....

I know I haven't posted that much text in a long long time and just dumped images after images without any proper information regarding their purpose or meaning but all that is now about to change :)

We have recently been asked at Uni to log our work from a methodological standpoint, showing how do we approach today's industry needs and how do we prepare our practice to meet modern and next generation standards.

As some people have been asking me recently how do I go about my work, how and what I want to do after I graduate and so on, I will try  to answer as much as possible as many questions I can, through my own research and development for my Research and Enquiry brief.

As a beginning post I will just take the time to explain shortly what I aim to achieve by the end of my degree and how I plan to achieve it.

My first priority is to generate a highly detailed sculpted 3D character that will be later retopologised, reprojected, uv`ed with baked maps and showcased within a 3D game engine.
I will put high emphasis on incorporating hard surface mechanical elements within the organic masses of the character. As far as the character goes, it will be a male humanoid character with slight mutant deformations, slightly massive but far from the standard male hero bodystandard.

As a first approach regarding my methodology, I will spend time doing 2d studies on anatomy , cloth and hard surface objects while in paralel sculpting and concepting within zbrush.

These are thee of the recent studies done in order to better understand anatomy for my future character, the front and 3/4 view took to paint around 3-4 hours each and the back study took around 5. Photographies of sculptures were used as refference.

Updates will follow shortly.

Wednesday, November 16, 2011

Color and Light Games Art School Brief

Thank you for watching and please watch for my other works.

Engine used was

Apps used were Maya, Zbrush, XNormal, Topogun, Photoshop and Adobe Media Encoder to encode files :)


Tuesday, November 15, 2011

Bboy Practice - Dorm Session

Latest Videography test, for the sake of some slowmo shots late at night. Enjoy.