Artstation is the main online portfolio website for artists. Other industries expect your portfolio to be printed out or be it's own custom website. Artists have an advantage in this aspect but by gathering all the artists into one platform, the competition has the same advantage you do. That raises the question, How can you distinguish yourself from all the other artists?
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My Sculpting Process
Step One: Concept
Step Two: Concept Art
What was shown above was the character's Splash Screen, a very flashy and beautiful illustration but it isn't the only reference the 3d modeler would have received. Behold, turn arounds!
- Turnarounds must be consistent. Major body landmarks, such as the knees, chin, shoulders, elbows, etc. should align across all drawings. For example, if you trace a straight line from the knees of the leftmost drawing to the rightmost, it should intersect the knees of every drawing in between.
- The reference sheet should have a frontal view, profile view and back view at minimum. Some artists add a three-quarter view but that isn't as necessary for 3d artists down the pipeline.
- Costume elements should be clear and readable. You'll notice how the character's arms are separate in the profile views, this is to maintain readability and not block and of the jacket/holster elements.
These weren't made to serve as reference for a 3d artist which is why it doesn't include a side profile view but we can work with the frontal view, which is the most important. This is what I'll be using as the main reference. That doesn't mean I won't use more, though.
Step 3: Breakdown
- Red: Is for the Pink bangs on the sides of her head.
- Aqua: Her front bang.
- Yellow: Is the rest of her hair.
- Blue is for her pointy ears.
- Pink is for the flowers on her head.
- Emerald: Her earrings and face studs.
Step 4: Modeling and Sculpting
This won't be a tutorial or guide on how to properly sculpt a character, it's a breakdown of how I personally sculpt but put under a magnifying glass for documentation's sake. It will most likely change as I keep improving but it's how I've learned and been taught.
Step 4.1: The Block Out or Sketch
Step 4.2: Fleshing Out the Details
The main landmarks of the face are roughly in place, now we'll raise up the document resolution and start carving out the details like nose, lips, eyelids, etc.Now, I'll be focusing in the hair, usually one of the more important aspects of any character. Malene has a big, blocky bang on the front, two long, pink bangs on each side of her face and a shoulder length bob. The amount of volume and curl her hair has varies from ref to ref but I'll be using the main reference we took a look at first. It's more sleek and straight than the original design from Justin Murray but it's more faithful to the splash art and in game model.
References:
Malene Concept Design: Justin Murray
Turn Around: James "Red" Tadlock
Portfolio Main Project Planning
I would like to make more high-poly models using Zbrush, I feel most of my work in university has been low-poly game ready models and I have not practiced sculpting as much as I'd like to. So for the main project I was hoping to tackle a task that would challenge me in every aspect of the 3d pipeline, sans animation. An arcane style character (be it bust or full body)
Dice and Decks: Breaking Down the Main Mechanics
The concept for the board game is set, now it's time to establish the more nitty gritty aspects of the game. I'll be talking about dice, probabilities, cards, failing how to win, how to fail and degrees of success.
Board Game Design Contest
My university is hosting a game design contest where students (myself included) will design, playtest, and prototype a board game. As a big fan of board games and tabletop gaming, this is exactly what I needed to break out of the creative rut I’ve been in.
Here’s the concept I’ll be exploring for the contest.
What does it mean to board games?
Let's talk about concept
- Choose a Video game or story you are familiar with (preferably one that doesn't have a tabletop adaptation.)
- Analyze what makes the game unique (Story), mechanics, etc.)
- Design the art (Logo, backgrounds, characters, etc.)
- Design the experience (mechanics, board, card Ul, etc.)
- Design the assets (tokens, chips, minis, etc.)
Inspiration from existing games
What game or story will fit best?
Subterror in The Hidden City
In Search of Competence
In order to tackle this project, I need to establish a few things about myself as an artist. I have not practiced sculpting or art properly before, not really. However, I have consumed a lot of art in the time I could’ve been practicing. As a result my standards are higher than what my current skill level allows me to execute. So how can I improve when I know my best kinda sucks?