cialis soft 20mg

Jump to content

generic dapoxetine priligy
Welcome to 3DHIT, the forum for UHAnimation - Digital Animation 2D | 3D | VFX | Games Art at the University Of Hertfordshire.
If you are new to the forum please register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
avana dapoxetine

Chris Pereira Post-Uni Thread

- - - - -

  • You cannot reply to this topic
13 replies to this topic

#1
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

Well since University is over, I get to werk on whatever I want (especially since i have no job) :( Crit as always highly appreciated and wanted :)

 

At the moment, I'm working on two projects, a character piece based on this piece (Xuan Xe) -

 

https://www.artstati...m/artwork/4qQZW

 

xuan-ke-.jpg?1487776780

 

naCKISj.png

 

   RPMs5rZ.png

 

5ULtRcD.png

 

Second piece being an environment piece, I wanted to go for a quite Witcher 3 detail/realism level, the idea is it will be a florist/witch house with lots of different cool potions/flours/props. Here's some influence i gathered, still doing some research on this project!

 

This piece is my main source of inspiration:

 

98faf32de8fccedf5098d321e773b59c.jpg

 

sergio-raposo-fernandez-final.jpg?147617

 

I want to be warm, magical and not scary at all which most witch houses look like nowadays in movies and games. Also very messy and clutter with tons of individual props!

 

This is the board i'm using for influence:

 

https://uk.pinterest...900/la-alchemy/


Edited by chrispereira, 08 June 2017 - 02:15 AM.

  • Jason_Costa and Soulss like this

#2
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

Update on the head sculpt:

 

P3WyIss.png



#3
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

Update on le body, crit really wanted :o

 

wvC8yte.png

 

 Ob9WKGN.png

 

uEAlw2u.png



#4
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

Prevising in Marmoset - 

 

hh3xVba.png

 

jQbeaEP.png


  • pixel and PandaLog like this

#5
LittleClaude

LittleClaude

    Uber Poster

  • 8420 posts
  • Gender:Male
  • Xbox 360 Gamer Tag:LittleClaude

Hi

 

You had a really nice final major project, if I where you I would focus on a few more environment pieces. 2X buildings 1X corner room scene and then your portfolio will start taking shape. Then once your working in the games industry then start to develop your character art outside of work. 

 

nice Elf BTW :)


Edited by LittleClaude, 11 June 2017 - 08:00 AM.


#6
Elm

Elm

    2D Scrub

  • 180 posts
  • Gender:Not Telling

Other than the illustration, what other references are you using? The body feels a little unnatural to me, like a combination of more than one body type and the face is on the masculine side for this elf in particular. From looking at the illustration, that doesn't look like the right kind of nose, the cheeks don't seem to match, the ears straighter and not as thinly tapered off as you have done in the sculpt. My personal opinion, is that the eyebrow ridge should be higher, but that may be more a stylisation concern, as I think when the eyes are open they would look too close to the brows in comparison to the concept art.I also don't think you should have cut into the eyelids so early.

Obviously take what I say with a grain of salt, as my anatomy knowledge is lackluster. But it's also something I want to improve on.

 

Are you going to put the elf into the scene? Curious to see how you set it up.


  • Chlowaii likes this

#7
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

Hi

 

You had a really nice final major project, if I where you I would focus on a few more environment pieces. 2X buildings 1X corner room scene and then your portfolio will start taking shape. Then once your working in the games industry then start to develop your character art outside of work. 

 

nice Elf BTW :)

 

Yes Neil, I do quite agree, I was doing the character more for fun (or long term piece, going to put it down for now). I've started some shader tests with the Witcher 3 inspired piece already, will be my next big enviro :D

 

 

Other than the illustration, what other references are you using? The body feels a little unnatural to me, like a combination of more than one body type and the face is on the masculine side for this elf in particular. From looking at the illustration, that doesn't look like the right kind of nose, the cheeks don't seem to match, the ears straighter and not as thinly tapered off as you have done in the sculpt. My personal opinion, is that the eyebrow ridge should be higher, but that may be more a stylisation concern, as I think when the eyes are open they would look too close to the brows in comparison to the concept art.I also don't think you should have cut into the eyelids so early.

Obviously take what I say with a grain of salt, as my anatomy knowledge is lackluster. But it's also something I want to improve on.

 

Are you going to put the elf into the scene? Curious to see how you set it up.

 

oh I agree, really appreciate that detail feedback man, my anatomy game is weak! Also i plan to put it posing and sitting like the reference with the chair and some surrounding props..



#8
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

Not posting much since I haven't had much time with my prepartions to move abroad but heres some doodles I did when i got anytime :c

 

D4UoiVi.jpg



#9
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

I've mostly been drawing in my free time, lazing away from any 3d personal work. Some drawings are drawn from reference and some aren't.

 

24824641_10213162556892083_1676946660_n.23804719_10213039760062239_1880277350_n.24172257_10213088434159061_99898003_n.pn24550222_10213137012293484_297000956_n.j24899013_10213161545946810_390571968_n.j



#10
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

8bDh3Ww.pngUrIIkwj.png9JiGoJ9.pngP1UVEf8.pngNIx5NJP.pngF3VdwNq.png



#11
DigitalSalmon

DigitalSalmon

    Alumni

  • 1256 posts
  • Gender:Male
  • Location:St Albans, UK

  • Work Thread

You go over the same lines lots of times, making them darker and thicker, but also making them less clear to read - You might benefit from slowing down a bit.

Also; Try using tracing paper over the top to trace out your lines with just a single, thin line - then you can objectively critique your form and proportion.

There's lots of potential; just need to be more deliberate with your line work. Try drawing by only using a pencil very very lightly, then inking over the top when you're happy.

Best of luck,


  • chrispereira likes this

#12
Kayta

Kayta

    Concept noodler

  • 110 posts
  • Gender:Female

  • Work Thread

I'd say when you shade anything make sure you know where your light source is coming from, maybe draw some arrows. At the moment it looks like you're using shading as a device to define certain areas better but it ends up being a bit confused because there's no obvious light source.
 
Maybe go to some life drawing classes not just to help your anatomy and line confidence but also because they often have a nice lighting setup and you can see how the human form acts under light better. 
 
You can usually use 2 or 3 values to give a basic read of the subject. I don't know if you're practicing drawing to eventually lead onto painting but I found that it helped a lot to start seeing my drawings as blocks of shape rather than as lines if that's your end goal. Keep using reference whenever you draw, even if its for small bits and pieces.
If you look at this process for a portrait by Nathan Fowkes, you can see in the second stage he just has two main values when he's blocking in the face yet because the shapes are very clearly defined it gives a good read.
qfoAq7C.jpg
I know this example is very different to the way you're working right now but I've found it's always good to look at a lot of different examples of how people successfully portray the same subject and see what you can learn from it :)

 

Hope you find this helpful, looking forward to seeing more stuff on this thread :D


  • chrispereira and TheChunkyChin like this

#13
chrispereira

chrispereira

    Uber Poster

  • 1460 posts
  • Gender:Male
  • Location:London

  • Work Thread

Both of your points are very valid. Especially agree with the shading and dark thick lines :) I will work on those thank you!


  • Kayta likes this

#14
Moid

Moid

    It was the night of the demon

  • 15353 posts
  • Gender:Male
  • Company: University of Hertfordshire

Chris - are you getting all the emails I've been sending out about games art jobs? There's been quite a few in the past three months.

 

Anything by Nathan Fowkes is amazing... I really love his landscape images.

 

3974756_orig.jpg

 

Fowkes+Rio2_31-web.jpg

 

8339774_orig.jpg


  • PandaLog likes this





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users

buy antibiotics online uk