The goal of my capstone originally was to create an animation, but due to not really having that much free time I had to settle for turning the scene into a still instead. For this image I took a lot more time looking at inspirational image to really get a good look at what I wanted to do. I started looking at references for churches mostly to find a setup that I would actually like. I ended up settling down with something involving God Rays flooding the room to create heavy contrast. After the basic composition was blocked out I started to spend a lot more time on the characters that I would have in the scene. To create the character standing in the center I used a common technique where you sculpt the model using dynamic topology. Afterwards I went ahead retopologized the model so she could actually be used for texturing/shading/posing. After I was satisfied with the main character I went back to the scene and detailed that to an extent that made me happy. Something different I did for this scene though was composite the scene the nuke rather than in Blender. So I had to learn my way around Nuke to do proper color grading and fx for the image. After the composite was done in nuke I made slight changes in Krita for the final image.
Creating an annotated bibliography is a little weird for this but all of these were used for the same reason. All these sources provided references/textures/software that I was using to create this piece. Pixabay and textures.com were used for textures I used in the image. 3d artist, pixabay, blendernation, and blender artists were used for references. Lastly Nuke, and Blender.org, as well as krita were the sites i got the software from.
"3D Artist." 3D Artist. N.p., n.d. Web. 18 May 2017.
"Daily Blender 3D Updates." BlenderNation. BlenderNation, 23 Mar. 2017. Web. 18 May 2017.
Foundation, Blender. "Blender.org." Blender.org. N.p., n.d. Web. 18 May 2017.
Foundation, Krita. Krita | Digital Painting. Creative Freedom. N.p., n.d. Web. 18 May 2017.
"Free High Quality Images." Free Images - Pixabay. N.p., n.d. Web. 18 May 2017.
"Home." Nuke, NukeX & Nuke Studio | VFX Software | Foundry. N.p., n.d. Web. 18 May 2017.
"Textures for 3D, graphic design and Photoshop!" Textures.com. N.p., n.d. Web. 18 May 2017.
"THE COOKIE NETWORK." Blender Artists. N.p., n.d. Web. 18 May 2017.
I created this work because I wanted to make something that was kind of disturbing but also cute in a strange way. I think octopi are disgusting, but really rad so this was the focus for the majority of the piece and the human in there took a backseat to the overall image. I’ve been told my work is generally creepy but I also received comments like “that’s cool/cute”, so I hope it’s portraying as I want to be because it definitely seems so. This was mainly inspired by this piece (nudity), so if I were to say how it fits with contemporary art I’d say it was inspired by art of today.
The way I made this is not particularly different than the way i’ve made other pieces, I quickly drew a profile a female and then pulled up references of an octopus, and drew from those to get what I wanted for the piece. I used stippling and crosshatching all along the octopus to create the rough surface they have on their skin, and kept refining my linework until i got to the product I have now. The most important technique used here was stippling which took the majority of the time to do but i’m satisfied with the overall effect of it.
My art doesn’t reflect anything in my life or my experience or anything deep like that. I don’t think any of my pieces ever do.
I created this because I’ve noticed that I like creating hard-surface models more than organic surfaces just because it’s more fun to me even if it’s less like actual sculpting. My overall vision for the piece was a take on a vic viper (a ship with two long prongs in the front and a large engine in the back.) I’d hope this is a properly conveyed science fiction ship. Through this piece I taught myself more on reflections and lighting to create interesting pieces and i’ve gotten much better at it.
The method I used to create this was the same as everything else i’ve made, but essentially I did as follows:
Use basic shapes, and adjust the camera for an interesting angle
Use primitive shapes to block out shape of vehicle
Delete the primitive shapes and replace them with detailed parts
Create shader to give it an interesting texture (I actually made this shader as a product awhile ago)
Experiment with lights in the scene for clean and interesting reflections
Fix reflections in Krita, and do final post editing there.
My piece as it stands compared to the people I look up to is just completely out classed in all fields. Things like Modeling, Texturing, Shading and lighting. The piece that I made doesn’t reflect the world i’m in or anything deep like that, nor my experiences but it’s just something i’m passionate about (Science Fiction).
2) What did you learn while completing this project?
I got much more comfortable with hands and feet because I found a way to use boundry boxes so fingers and toes don't look weird.
3) What was the hardest part about completing this project?
Making the feet. So many areas to screw up on..
4) What was the most fun/exciting part?
Sketching the page of 30 second poses
5) If you were to do this project over again, what would you do differently?
This project was created to make a convincing
The videos for this don't exist anymore. They were removed from youtube, and the local files were removed a long time ago to save space.
La Poesia y Mi Reflexion_Proyecto
Describe your project
My project was to finish a model of a Porsche 911 (1974).
What knowledge did you already have about the project before you started?
Vehicular modelling techniques, and topology flow.
What new skill did you want to learn coming into the project?
I wanted to learn a fast and effective way to model tires, and the method I found take seconds. The method I used before took an hour.
Did you accomplish this goal?
How do you know you accomplished the goal? If you didn't accomplish the goal, why do you think that is?
I know I accomplished my goal because the model doesn't go overboard with vertices and the topology of the existing vertices are placed in a manner that doesn't disrupt the flow of the mesh.
What other skill(s) did you learn along the way?
Using blueprints as a reference for scale, and lattice modelling.
What are you most proud of in this project?
The topology, because that's what I spent most of my time fixing. Time not wasted of course - which is great.
What would you do differently if you had to do the project over again?
Would probably just pick another car but that's probably because i'm sick of staring at this one.