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.

The explorations of an artloader.
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.
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:
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.
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.

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.
Continuing with my 3D model of the Dark Acolyte, tonight I’ve been human head modelling in Blender.
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”