Tuesday, December 21, 2010
Wednesday, October 27, 2010
Here is a colour, photoshop sketch compiled from about five internet references:
And here is a more cleaned-up version I altered in illustrator:
They'll be about 50% this size in the final module, which is great because my favourite drawing style isn't exactly polished and clean.. hope everyone is enjoying the fall!
Thursday, July 8, 2010
Tuesday, May 25, 2010
Saturday, May 22, 2010
Friday, May 21, 2010
Wednesday, May 19, 2010
Tuesday, April 27, 2010
Monday, April 26, 2010
Haven't contributed in a long time, mostly due to being too lazy to set up my scanner. I'll start with one that I did sometime last year but have intention of colouring some time in the near future (this is a character belonging to a friend of mine):
Next up is one of the speed sketches from the Science Center trip:
And finishing up with the obligatory Muscle Bear:
Take care, everyone! (And possible welcome to our JHU and MCG friends?)
Saturday, April 3, 2010
Monday, March 22, 2010
an info-vis skyscraper filled with BMC grads
some questionably clear symbols about what kinds of BMC work people do (any guesses what they mean?)
and a flower girl dress.
Wednesday, February 17, 2010
Sunday, February 7, 2010
Friday, February 5, 2010
Wednesday, January 27, 2010
Tuesday, January 26, 2010
Tuesday, January 19, 2010
Tuesday, January 12, 2010
HI Y'all...i'm glad i have an outlet for the useless art stuff i make when procrastinating instead of doing real school stuff...
Friday, January 8, 2010
Right now we're learning modeling in Maya, and I found a neighborhood bookstore building that seemed fun to model. Thank goodness for Google Streetview, so I don't have to go out in the snow and take reference pictures.
The ambient occlusion shader is surprising easy to apply; you can see a Youtube tutorial here.
The great thing is that detailed areas (the doorway, or the blinds) can be rendered out pretty well, without adding any external lighting whatsoever. The main purpose of AO is actually to compensate for occluded light, which may or may not be present/correct using traditional lighting methods in 3D programs. If this were rendered as a pass, and then composited to a 'beauty pass' that contained textures/colors etc, then a more accurate 3D render would be produced.
What's exciting is Eddy tells me there's a method (in progress) that manipulates AO and specular highlights to mimic a look of carbon dust in Maya. Now that would be an interesting rendering style to consider...yay.