Guildhall Visit
This week I continued on visiting the guildhall and have completed more studies, and drawings of textures. I didn't capture enough surface detail in the first 3 drawings, as I picked incorrect distance to draw from.
On the next 4 drawings I started to look for some more interesting surfaces, with unique details such as cracks, nails and cut marks. I also drew the surface of a sofa chair, which had buttons positioned inside these indented, circular areas. It is the 3rd drawing below.
Below are a few more drawings of certain areas and spots around the guildhall, thayt caught my attention.
After drawing these studies, I’ve spent some time on selecting the most interesting
area of this guildhall. Then gathered additional reference to paint it
digitally. I was fairly inexperienced in digital painting, which was why I
decided on doing my work this way. I wanted to challenge my skills, to push
myself further, as I could have only improved by practicing more.
The brush strokes are not too
visible either. It may be a good point as it adds more realism to this
painting; but I consider it a negative, as I was not trying to lose the painted
style and yet I did. It may have been caused by me being more adapted to
painting on a real canvas, with a physical surface finish and texture. I will
need to work more on transferring my traditional skills into my digital work.
Apart from this, I should consider working with a larger brush, or maybe using
lower canvas resolution to make my marks and details more visible.
Life Drawing
In most cases I didn't have enough time to draw anyone properly and I resorted to using continuous line, which again proved to be a quick and effective technique. The studies drawn in this style lacked depth, but depicted a lot of my subjects’ figures.
A few of
the last drawings I’ve done while sitting down in a coffee shop. These were
more accurate and rendered as I could take more time on those, most of my subjects
stayed in their positions for a longer time. I still felt that I could have
done better with some of those, if I just spent a few more minutes on them, but
I didn’t have the chance to do so since my subjects moved eventually. I will
try to improve my timing on these kinds of drawings on my next trips.
Stylised Rock
Concept & Hand painted foam model |
Lastly, I wanted to create a
gloss map for the gem stones, in my digital rock model, but I couldn’t find the
right way of making the look how I wanted; painting the gems correctly was much
easier to me on the physical model. Eventually I decided to not use the gloss
map, leaving the gem shapes look empty and fairly flat. I think this will be
another area to work on, to experiment more with creating gloss and specular
levels in my textures.
Unwrapped texture of my stylised rock model. |
Portal Inspired Arcade Game Cabinet
Continuing on my project for
Gurus and Grasshoppers, I moved onto modelling in 3DS Max. The beginning was
tough as I needed to plan out (using my concept) how many segments I would
roughly need, to get the right arch on my arcade cabinet’s back section. Apart
from that, I needed to make sure the polygons were arranged so that I could fit
the robotic eye shape there, without any obvious seams or edges showing, as it
needed to resemble the Portal character, GLaDOS.
One part that I found easy
was modelling the display; it was fairly easy and straightforward; however deciding
on how it should be positioned and fitted into the main body was not. It
required being at a certain angle, that would be comfortable for the user to
view. It was an important aspect that shouldn’t be avoided, as adjusting it
correctly would greatly improve my model and make it more believable.
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