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Old 09-09-2012, 11:08 AM   #41
djizomdjinn
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I have been drawing, but I haven't been posting. Time to fix that.

Old, but the completed Overwatch picture.


Several speedpaints... you can find them in the speedpaint thread.

Fanart for a Command and Conquer 3 fanfic. Namely, a Nod Stealth Tank redesign.


Saving all of these WIP images makes for great progression shots. I should animate these more often.
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Old 10-21-2012, 12:21 AM   #42
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Ka-dump.

Speedpaints and other practice:
Spoiler:




Everything else:

Some weapon design practice fail:
Spoiler:





Battledress!
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Old 10-21-2012, 03:28 AM   #43
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that battledress idea looks nice, you could develop it further :3
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Old 10-21-2012, 11:15 AM   #44
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Quote:
Originally Posted by djizomdjinn
Ka-dump.

Speedpaints and other practice:
Spoiler:




Everything else:

Some weapon design practice fail:
Spoiler:





Battledress!

I noticed you are using multiple reference images in one of your drawings. You should take a look at this thread. http://forums.cgsociety.org/showthre...=166&t=1035049
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Old 11-05-2012, 11:27 PM   #45
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Quote:
Originally Posted by apewarriorkid
I noticed you are using multiple reference images in one of your drawings.
A result of knowing it's a bad idea and doing it anyways.

Taking a little break from Nanowrimo to paint. And finish final projects. Because this is finals week for me.

Another shot at the Magearmor Smith. Gradient maps are indeed awesome. Thanks much to Makkon for pointing me to that trick.

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Old 11-06-2012, 07:17 AM   #46
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Magearmor Smith = Win.
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Old 11-17-2012, 06:12 PM   #47
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holy crap amazing sketchbook! a lot of stylization and complex designs i love that! i want mooooooore C:!!
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Old 11-20-2012, 08:34 AM   #48
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Worst UVW Unwrap job of all time. BUT A UVW UNWRAP JOB IT IS! Taking my Thanksgiving break to expand my 3d (lack of) skills some more.

Probably going to tweak it a lot more, 'specially the gloves. Going to need to modify it to incorporate the geometry I haven't added yet also. Like hair. And goggles. (Not showing a render because right now the sight of it gives me nightmares. THAT FACE.



The mini-sketch I'm working off of.

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Old 11-21-2012, 04:30 PM   #49
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Something for Moonlight (though with 9 days left, there's no way I'm pumping out 45k words. Still, I'll try to get as far as possible.) What happens when you apply the "cutvee" treatment to an armored car?

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Old 01-08-2013, 03:21 PM   #50
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Speedpaint!



Now that I have a working laptop again...

Focusing on trying to get that nice finished look without sketchy portions. These next three are all school projects.



RO said stuff about the water round brush being highly noticeable. So did my prof. In attempts to appease both of you...



Kicking back and relaxing, and loosely interpreting the assignment to draw what I want to draw. (weeelll, it's missing girls, but it hit two out of three) Reference is wonderful stuff.

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Old 01-11-2013, 07:22 AM   #51
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Some of you may have noticed I have a new avatar.

Thought it was about time for a change, since you can barely see what my old one was at that scale.



Playing around with texture brushes. Mostly jigo's. Also new technique for hair.
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Old 01-11-2013, 07:35 AM   #52
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I'm diggin' the new set of brushes, you bet. The anatomy seems a tad off, but it may just be the angle of the pose throwing it off for me. It's like the back of her head sits a bit too far to the rear, maybe it's the way that last tuft of hair is poofing out.

Completely understandable, given the background. Great stuff, as always.
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Old 02-04-2013, 10:06 PM   #53
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Seems like all I'm really pumping out these days are school projects... sigh.

SMOKE! MORE SMOKE! GUNS! GIRL(S)! RAGE!

This isn't quite done yet. I need to separate out the figures more.



Have a road. And some trees. And some snow.


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Old 02-15-2013, 07:41 PM   #54
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SPACE MARINES!!! Their arms seem a bit short though. Realistically they'd be operating power arms from inside their suit so it doesn't matter if the actual armor arms are longer (SC2 Space Marines).
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Old 02-22-2013, 03:39 AM   #55
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I envisioned their arms ending somewhere in the palm of their armor. Also the shortness helps emphasize the bulk.

Finished version:



Aaaaaaaandd now that I'm done with finals, relaxation time! Also known as sketching instead of zooming in 800% to paint details most people have to squint at.

My redesign of the H&K G11. Yes, in some ways, like the ammunition, magazine, and 'hyperburst' feature, the G11 is pretty cool and futuristic. But c'mon, it looks like a polymer brick with a handle and trigger sticking off the side. And instead of a charging handle, you have... a wheel thing. Which you spin.

So I rounded it off a bit more, added in one of the more modern H&K trigger groups, added a G36-esque charging handle, and added rails and a flash suppressor (design from the MP5). The first variant with the moddable rails got scrapped because while I think it looks cool, it's also not very H&Kish. So i ended up pulling the handguard design from the G36.

All in all, it was an interesting attempt at trying to make a fictional product for a real-life company.



The thing with the G11, though, is the absurd magazine. 45-round single-stack means a very long magazine that most definitely will not fit in standard mag pouches. I pondered how a soldier would store those magazines, gave up, and started playing Skyrim.

Hmm... those arrows are long and thin... almost like the G11's magazines...

Thus, the magazine quiver.


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Old 02-23-2013, 01:40 AM   #56
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Woah! You have some REEEAAALLLYYY good stuff! So perfect and realistic. I especially like the new avatar.
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Old 04-19-2013, 08:45 PM   #57
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Meh. Not much in the way of personal stuff done in a while. Part is school projects taking up all my time, the other is lack of inspiration.

Oh yeah, I finally sat down to look at Blender, and-

Wait, Blender has a sculpt function? Kinda like ZBrush?

Aw yeaaaaah.



Also trying out painting on top on a render. I've tried it before, the results usually sucked.

Methinks this will do wonders for learning lighting.

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Old 04-21-2013, 01:30 AM   #58
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The sculpt is cool, but on the render I feel like you softened a lot of her features. Not sure if you were meaning to do that or not.
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Old 04-21-2013, 01:37 PM   #59
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Yeah, I kinda agree with xion; the trick with pianting over models is to try to let the lighting of the model do all the work... then fill in lines and features without losing what the 3d render is giving you.

my buddy nick carver has a cool gif kinda showing how he does it, which I think is pretty spot on.

http://3.bp.blogspot.com/-BJbKZAo0rs...ead_frames.gif
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Old 05-01-2013, 10:28 PM   #60
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Xion & moof: Advice taken! I hope...

New program! Sculptris! 100% free (always good), and by the same people who do ZBrush. In a way, it's Zbrush Elements. Also has better sculpt support than Blender (dynamic subdivision, etc). But not much (read: PrintScreen) in the way of rendering capabilities, so I end up exporting to Blender and lighting the model there, and then exporting the render to Photoshop.

Eh, I'm sure there are people out there who have even more complicated art pipelines.

Portrait of a face of a friend. Sculpting seems even faster than grayscale painting for me. Probably because when sculpting from refs, you can move the sculpt around to match the new position of the ref.



Armored thruster dress thing I've been concepting on paper for a while. Will make into a full picture sometime later. Experimenting with hard surface sculpting in Sculptris, but not too much work actually spent on actually making the edges nice and smooth.

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