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Challenge Complete : #SculptJanuary
Jan 31st, 2015 by jimww

#SculptJanuary just wrapped up, and it was an exhausting endeavour. also refreshing. this is the second set of model renders, from January 21st to 31st. again, the emphasis was simply on the sculpting, so the models are untextured, and presented without context or decoration. there were some very interesting, and unexpectedly ( also expectedly ) difficult subjects. i also threw in a couple of re-renders, because the previous objects were poorly presented.

busy month…
Jan 20th, 2015 by jimww

i have been participating in a daily sculpting challenge this month, #SculptJanuary – doing a digital sculpture based on a different topic every day. it has been educational, attempting projects i would never consider, working to a short deadline. the focus is just on the sculpting, not the textures or rendering. i generally spend 2-3 hours on the sculpt, then about a half hour outputting renders to post on the facebook group. all the participants post comments and critiques, as well as offering useful references and inspiration.

more to follow. we are only at day 20, and i am determined to do the complete challenge.

progress, of a sort.
Oct 11th, 2014 by jimww

My intent was to build a basic animatic which I could show to a potential publisher, but I am an artist. ‘Basic’ is a concept which I have some difficulty with. Everything in this image sequence is temporary. Textures are temporary, foliage is temporary, composition is temporary… you get the idea. And that was the intention. This is the concept. If I work on this, it could become a thing.

a test render of some foliage, and visitors…
Jun 23rd, 2014 by jimww

working on some background foliage for a book project. the test renders look good, but rather stale. they needed some characters for context.

making some progress:
Jan 29th, 2013 by jimww

still a work in progress, but it is progressing. just a basic pose rig, with some complex stretch and copy rotation constraints for the wing membrane. retopologized to optimize the mesh, which allowed me to refine the sculpt, and makes for better deformations in posing. i should still go in and create some stretch constraints to simulate muscles, and smooth out some squishy bits. but the next step is textural, refine the clumsy cloning, and define an overall colour scheme. then on to bump mapping, a quick specular pass, and then it is about done. easy.

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