hypervalley * code by d0n3val
and so it begins...welcome to the hypervalley...
They are the protecters of the amiga universe and time...
you never know, but this might be the beginning of a wonderful new adventure.
DISASTERPEACE is one of my favorite musicians. His tunes inspire me to create characters and worlds.
Very excited to have contributed to the Nuthin' but Mech 4 book. Thank you Lorin Wood for including me. It's such a wonderful project and all benefits go to charity. here a thumbnail sketch of what eventually became the final image....
trying new things, going new places. It all started with an Apple.
Dear friends - 2016 was a strange year. To a new beginning in 2017 and that you may find some peace with your friends and family. Here's to John Snow, the only true warden of the North. Stay warm - Winter is coming...
feeling Moebius tonight...
"R-Type" meets "Another World"
full rendering coming soon...
after several months hiatus, back to doing little demos...finally got around to finishing this mech sketch from earlier this year. the finishing touches include: fine tuning the light direction (top only), cleaning up the feet, scaling down the driver. hope you like it.
quick sketch, 30mins, based on some of the work i talked about in the workshop at Emily Carr University today.
STEP SEVEN - zooming in, adding photodetail
- layer photo textures to create realism.
- zoom in, create fine detail using a small brush
STEP SIX - painting detail
- establish detail and scale by introducing fine brushwork
- this is the hardest step and requires the most practice. after doing a 100 of these sketches you will get a feel for it. don't get discouraged.
- duplicate the painting, desaturate it and reveal it in spots to indicate worn metal look.
- this is the most fun step, explore brushes and texture direction to help indicate surface properties.
STEP FIVE - basic lighting
- establishing basic shading using the dodge and burn tool.
- adding a multiply layer to create cast shadow design.
- erasing shadows with soft airbrush to create light "spread angle" effect.
STEP FOUR - paint by number
- flat material block out, what panels go where?
- what color are they?
- what's raw metal, vs painted metal?
- keeping graphic proportions in mind. adding to the design narrative, blocking out first graphics....
STEP THREE - upres digital
- cleanup environment light direction
- cleanup silhouette
- add functional elements to silhouette
- clean up perspective
- clean up edges
STEP TWO - low res digital
- starting a painting of demo sketch.
- flat color block in.
- establishing environment light direction.
- refining silhouette - at this stage you should squint your eyes and make out an interesting silhouette - even when design is barely visible.
- two second rule - what does this thing do? need to be able to tell within 2 seconds...
STEP ONE - hi tec-C pen and brushpen. speed up x4
- start with a rough volume block in.
- establish some basic light direction and feeling for the surfaces.
- layout rough perspective.
2nd step of the ballpoint pen sketch. adding textural detail and foreground elements...
Super simple sketch to show you the basics of "organic design". A big shout out here goes to Christian Schellewald and David James, my instructors way back who opened my eyes to this. I will explain some basic design principles after the sketch demo.