Well things are finally starting to settle down, or at least settle into a quiet lingering rumble. Now on to holding our end of the bargain: drawing a bazillion commission pieces for those of you crazy enough to jump at the higher tiers from our Kickstarter campaign.
It’s nice to finally get back to the drawing board. As we get done with some of these pieces, we’ll be showing them off on our Instagram and Twitter feed. Hope you all get a kick out of them.
And we’ll be continually posting on The Monster Volume’s Kickstarter page with updates where we’ll be showing the progress of the project as it moves through its various stages. That said, there’s a new update tonight that covers off on a lot of what’s happened lately…check it out!
A little while back, our good friends at Autodesk asked if we would help support a project by VIZ Media to support the affected people in Japan when the tsunamis’ hit their homes. As you can expect we were honored and jumped at the chance to help out however we could! Dave and I both presented a piece and they will be included in an upcoming ebook published by VIZ Media through their VIZ Manga app on the Apple Store December 1st. This one is mine, but you should check out Dave’s bot too! If you think you have a little extra you can give to help those in need and love having fun art to look at, check it out! It may not be in the news any longer, but there are still a lot of people in Japan who could use a helping hand.
Below is a video of us doing some live demos at NYCC. It was a blast, and as an added bonus Autodesk was giving demos of Sketchbook Pro away with our Art for Hope images on the covers. Those guys are worldclass.
October 1st we’re gonna be signing Spiderkitty “9 Lives” at Chapel Hill Comics along with some other stuff! Come on by!
Along with our comics to sign, we’ll also be selling our current sketchbook!
It’ll be held here from 2-4 pm! So if you’re around we’d love to hand out those well deserved handshakes for all of your amazing support!
Monday Night: Loose Pencils and Inks
….we get a lot of questions regarding process of developing characters for games. It’s a very subjective process and every artist handles it differently based on their experiences and the tools available to them. I’m going to attempt to bring a loose design all the way through to a final game ready model! Tomorrow night I will update this post with the current loose drawing/inks all nicely painted up ready for a proper 3D interpretation…but I need your help. I’m only gonna do one of these cronies, so I need some feedback on the Elderbeast you would like brought to the modelling stage!
The theme for this set of beasts was old school tough guys/ drapery/ craggy ugly old man toes! Pretty straight forward thought process.
The Big Plan
Tuesday Night: Final 2D rendering
Wednesday night: ZBrush high-rez sculpt
****So I did a pass on the third concept “C” in Zbrush which I now call “Twinkle Toes” (That’s what my dad called me when I was a little kid….ugh). I had only few hours tonight to do the high-rez sculpt, so I rushed the base model in Maya a little which ended up giving me some trouble. My bad. But I think its a decent rendition anyway. I can make the tweaks I need in the low-rez while I bake the maps. Tomorrow night will just be casting and junk. I have life drawing tomorrow night, so I can’t get too much done. See you then!
Thursday night: Casting onto low-rez model in Maya
****Alrighty then, now we’re getting some where. I got the low-rez model made, UV’d, cast and a super basic color map set up. Displaying here are a color map, a normal map and an ambient-occlusion map. Tomorrow night I’ll do the final color map, the spec map, along with a few other maps to get the surface materials to sing. I have a super rough skeleton set up so I can hopefully pose him in a more pleasing personality pose for the final piece. We’ll see, it’s always a gamble with this junk. Stat tuned, my work week is almost over!
Friday night: Final texture maps and hopefully a final render of the model in all its glory!
****Well that does it! I painted up the final color map, spec map and rendered this bad boy out in Mental Ray. I had meant to use a real-time renderer I found, but I had rendered my normal maps in the wrong axis so everything was inverted. This worked fine. On a side note, I am a terrible rigger, so the jowles didn’t translate as nicely as I would have wanted among other things, but this is the best I can do in a 3 hour block. Hope everyone enjoyed this, thanks for all the input!
*I’m well aware I’ve bitten off more than I can chew…but heck, you only die once!
As you might have heard (’cause we can’t keep out mouths shut about it), we got to work on a short comic with Skottie Young for Marvel. It was a blast! You learn a lot when you just have to go for it. So today I wanted to see if I could do a full page from concept to color in under 8 hours. Turns out you can, but you gotta hustle and be happy with all of your mistakes! Here they all are!!!