Sketching a character – Gypsy Dancer. Part 1 of 2. With commentary but you probably best just turn down the volume and put on some tunes. Actual Time: 2 Hours
The following paper provides a brief, detailed description of some of the technical aspects involved in producing the “Diet Pepsi After Hours” spot. A general/advanced knowledge of computer graphics and animation is recommended.
I wanted to create a fem-bot (or is it femme-bot?) and this time a geisha bot, inspired by the mysterious geisha women of Japanese tradition. So I went on the internet and got me some reference images as initial inspiration.
This image was created for a personal project to brush up on my high-end skills, having only been working on lower poly game art for the past few years. The mesh is approximately 1.5 million polygons and Brazil r/s was used to render out the model.
Using a simple polygon plane and extruding it according to the global shape, I created the head first than moved to the rest of the body leaving holes when the legs where to be connected.
I’ll explain creation of my last picture Italian Creek. I want to show you my techniques and procedure. I’ll take it almost step by step and I’ll focus on most interesting parts of production.
This making of is about planning a scene, modeling and managing the scene. You will probably be surprised but the most important steps for this particular scene were the Planning and the Managing.
Like a good number of rpg players, I’m an addict of Final Fantasy series.So I decided to make my own fanart of an in game playable character. I chosen Lulu from FFX because she’s very adult ,serious and has a cold glance.
This article has primarily been focussed on the modelling stage, as many people before me have gone into detail about mapping and texturing, especially using the SSS material adjustment method.