Spellwork Pictures have posted a behind the scenes video of their work for Rocco’s Carrot.Thank’s to all artist who did a wonderful job. Enjoy watching.
I have always been fascinated by those amazing mexican figthers so I decided to create a 3D charicature of one of them. The image represents a photographic sesion of one of the fighters, may be to get some pictures for a magazine interview.
Part 5 of this tutorial will explore adding a quick shadow pass to help enhance certain forms, and will continue adding details. While watching this process we will discuss the emotional side of art, tackling subjects like quality and efficiency in hopes to offer definitive ways that you can help greatly improve the quality and […]
The work consists of an old office room in good condition, still in use even now. I started this work wanting to create a silent story, so I made the components of the room appear to be speaking for themselves.
This tutorial is a project overview for my imageCalamity Jane . This image is a personal project maybe you can say just make for for fun. In this tutorial I will not go in detail explanation, assuming that reader has some basic knowledge of modeling and rendering …
Detailing,and texturing, rigging and many more things… At the end we will render andfix in Photoshop till we get to the end of this. I’ve decided to make it moreinteresting and make something like Making of a dragon’s tutorial with usefultips and tricks :)
August 31, 2005 | Stryker This tutorial includes the most interesting and complicated steps of making the scene. The idea to create RIO GRANDE image came up to me while I was watching small copies of locomotives and steam locomotives at a shop. So when I came home I’ve decided to make one […]
Following, I present you the process of creation of the matte painting”Distant Shores”, inspired by the magnificent works of matte artistsDylan Cole, Steven Messing and Yannick Dusseault (among others). This painting is also fruit of the many things I learned from the book”D’Artiste: Matte Painting” (Ballistic Publishing) which compiles some of the richest collection of […]
Concept / Inspiration The main idea of this personal project of mine was to create an illustration of a futuristic warlord. I was inspired partly by Metal Gear Solid art, namely Raiden’s design and especially for the pose in one of Yoji Shinkawa’s depictions of Raiden, and I wanted to create an elite futuristic warlord […]
First, I started with a sketch of the vehicles. I used paper and pen rather than the computer, as this is what Im used to, but you could ask create something with a tablet in digital format.
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.
My modeling process is simple. I start by creating a plane in the top lip, and keep extruding edges, maintaining shapes in both side and front angles, also looking at it from the perspective.
In this final part of the tutorial, we will discuss how the background was created to finalize the piece. This includes the texture, lighting, ambient occlusion and more. We will also discuss and demonstrate the importance of final character and environment details including light scattering, light particle effects and adding final wear and tear to […]
My inspiration for this piece was the cathedrals of the middle ages. To give the image something unusual I made the cathedral dark and hellish which contrasts to the uplifting feel of most cathedrals. For a little extra level of detail I added some vines and dead grass to the for-ground.
“Punk” is a character inspired from one of the models of 3d.sk. The intention was to make a character aesthetically pleasing, stands out from the rest and has a unique design. After some research I found out that, there were not many models of punk type characters, so I decided to go in that direction. […]
Reference: I was looking for some references that could help me put things together. Basically I was aiming for a dramatic shot of an ancient passage, and so after doing some research I came up with these references: Modeling: Most of the objects in the scene were poly modeled. I believe poly modeling is more […]