Tag Archives: Blender

Project JKF-1: Time For Tea Cover WIP 1

I’m finally starting to get moving on the short story project with John Fulton.

Here is an in progress update on the first book cover, I’m probably 50% of the way through it.  The colour block-ins are done, next come the details.

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Box Modelling An Anthropomorphic Rabbit In Blender

I’ve been 3D modelling an anthropomorphic rabbit for my project with John Fulton.

Here are a few process screenshots:





I learned a couple of nifty tricks in Blender doing this:

  1. Edge Slide:  This allows you to select an edge loop and slide it along the geometry without affecting the overall shape.  Here’s the Blender documentation on it:  https://docs.blender.org/manual/en/dev/modeling/meshes/editing/edges.html
  2. Rip:  This allows you to rip a mesh along  seam, sounds easy to do but without this feature you would have to duplicate vertices and edges.  Here’s the Blender documentation for it:  https://docs.blender.org/manual/en/dev/modeling/meshes/editing/vertices.html

Project JKF-1: Kettle Design Using 3D Modelling In Blender

After reading about how James Gurney uses miniature models to help him work out lighting, I thought I would try something similar in the digital realm.

Here is a kettle design for a project with my author friend John Fulton.

It was done as a 3D model in Blender using it’s ray tracing render engine (Cycles) which calculates how light rays behave in the real world.


Captain Mothstorm: Freefall – Part 2

Part 2 of my Captain Mothstorm illustration.  I picked a composition from the thumbnails I did previously and then did a quick 3D model of the scene in Blender.  This should help me get the perspective right.


Perspective Distortion

When I was doing a drawing of a figure in perspective the other day I got to wondering why some perspective drawings are more distorted than others.

For example if you take a photo of your head from really close up, your nose appears really big and your ears appear really small and pinned back.

To better understand this I had a play about with a simple block figure in Blender.

First I took a shot of the figure from 2 meters away:


And then I took a shot from 6 meters away:


So this shows that the closer the camera is to the subject, the more distorted the subject will appear.

My reading on this matter suggests that most portrait photographers use distances of between 2m and 6m. So I think maybe if I get used to drawing figures at 4m away the perspective distortion might look most natural.

Dieselpunk Architecture Concepts Part 1

I’ve been looking into some architecture concepts for my digital comic project.

I quite like the look of dieselpunk architecture which has a lot of art-deco elements.

Here’s a few sketches:

ArchitectureThumbnails2L10 ArchitectureThumbnails2L11

Then to further develop my thoughts I did a 3D model in Blender:


Steampunk Helmet Digital Painting

Steampunk Helmet
Steampunk Helmet

This is a steampunk helmet digital painting done in Gimp.  It is the Standard Issue Suborean Guard Combat Helmet as worn by Sylen Benevolen and Atonis Trogade from my digital comic project.

I experimented again with a different art process which I will try to describe below.

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Box Modelling A Human Figure In Blender Experiment 1

I am now working on a concept picture of a Dark Acolyte Of Mymosule from my digital comic project.

Continue reading Box Modelling A Human Figure In Blender Experiment 1