So recently I did another iteration of model Jibble. He’s a nice test to use when it comes to refining techniques. I like the way he came out and plan to continue on him.
The rendering is just 3 mesh lights and a black environment. I was pleased with the result. Now to make him talk. There’s also a timelapse!
The hoodies, the iris and even the model and inserts! I hope you all enjoy. Deux coming soon!
Also I did a kiosk as a test of Blender/nDo and Substance Painter. Gave away all the files for that too, and for free might I add.
I did a unique type of UVing that worked around the materials that I set up during modelling. I found this to be slightly easier but we will know during the UVing and texturing phase. Also for UVing I have a tutorial that explains my workflow in depth.
I am going to be releasing the full course soon to gumroad which is a direct sequel to my last tutorial course for DPS on using Zbrush/Substance Painter/Blender. This course hopefully will expand on that knowledge and demonstrate my workflow in creating a character that in my opinion is superior to the first in both modelling and execution. I have also been honored to get advice from professionals on design aspect and how to effectively showcase the character even under all of that armor.
So recently I discovered this software called Paintstorm that is just amazing. The behavior of paint style behavior on each and every pixel that the brush touches is inspiring and intuitive. I am not a concept artist by any means but the acquisition of this fine program is just the kick I needed to move forward. I definitely recommend going to their site and picking it up!
In other news. I have been so lucky as to get mentoring from Anthony Jones on design and art in general. He has taught me so much in a limited time that its staggering so I’ve been hard at work on refining and pushing my style to the next level. At this same time I have also expanded my software collection even more and am even becoming more familiar with fusion 360. It’s definitely a learning adventure finding out how real parts are made. I did this helmet as a test to get better at overlap and making more unique designs. I plan to release the timelapse soon on YouTube after narration but I am already digging the look before refinement.
So while I’m yammering on I am also giving away stuff over at my Patreon if you’re interested in supporting me more closely on my journey as an artist. But for the people that are in support I am working night and day to give them inside access, materials, clothes, mech parts, models, etc. So also check that out if you’re interested.
I would like to thank everyone for their continued support. It’s the people that keep me going with this endeavor even as working day and night makes my body hurt haha. But seriously I’ve been hitting the PC extra hard this month so I’ve been quiet these last couple of days but I can’t wait to drop gold on my patrons and silver on my community.
I have also been doing some studies in Substance Designer to get more acquainted and fast but something I have been enjoying lately is Unreal Engine and sbar support.
By installing this plugin for substance support in Unreal you can import just sbars and deal with textures without linearzationi ssues or graph tomfoolery. I have just fallen in love with this since it just goes to show how important substance designer is in one’s pipeline. For another reason to use substance designer let this man explain it.
Really I think this is the future. Having 4-8 maps per asset and multiplied across characters can be a tedius thing to deal with and manage and this workflow is the future in my opinion and is worth a look. Allegorithmic is even having a sale right now for 40% off! So at least try the demo. Its complicated because its awesome.
Also for my patrons I am working on some sbars to throw up as well based off of stylized textures I have been admiring. One of my pastimes is taking classic textures and converting them to full PBR. So patrons, expect this little sbar soon to test in UE, Maya, Marmoset, and Unity! Still getting the grasp on making that epic mold that substance designer is known for making but that’s all for tonight!
Ugh… I’m still here. Hahah just kidding! The fabulous Skin Vibes has come up with the most marvelous of theme songs for “The Servant” (details coming soon) but I am always impressed with this man’s work. He’s also a Blender user so thats always a plus too!
So before going to bed I wanted to sneak a small update of an upcoming Gumroad course I’ve been working on. The parts are coming together even though the more I look the more I wish I could change. The final version has to look killer but I am sure the next updates will be even more impressive.
I would say hes about 50% done just in the chest. But the renders were looking very nice even at this intermittent phase. That’s cycles for you. I hope to have more updates soon and thank you all for your continuous support!
I also am giving sneak chapters out on my Patreon page. So subscribing also gets you insider access and $10+ subscribers get the gumroad courses plus exclusive content like brushes and all sorts of ill shiznit. So join up! http://www.patreon.com/masterxeon1001
Also to leave for the night allow me to show you another fine render of Deux.
Configured by Nick of the legendary 10. It touches my heart to see this guy coming to life and looking so awesome. Enough about play time to get back to work.
Nick also did the last ill comp of this guy. Just can’t get enough of him!
For those who don’t know of him his timelapse is here.
Also this song… *tear* Tazz is a soul who translates well into his music which flows through my character’s veins. The servant… has a mother#(@*ing song! omg!
Also that E3 amirite?
Just seeing that video pushed my art another level. Seeing what they can do just shows me I gotta work harder! We have the same tools… right?
This one was a collab with Nick Sho Ito rendered in c4d and composited in photoshop. Vote for Deux.
I also had Tony Leonard help me real quick with a gun concept for him as well.
He seriously drew it in like 30 seconds. It was just amazing. Check him out. He’s a large part behind my rapid improvements.
I modeled it in Blender and did some last minute scaling to get it to be a pistol. Afterwards I did a paint-over of the render in Photoshop.
Afterwards a quick render was setup to show him with the gun this time before he goes back to the editing bay. Had some 2d heroes drooping some advice on the composition and pose. Fun times.
There was no reek on GOT this week. Sup with that. Team goldmask amirite? They was pegging the hell out of that dragon. Ain’t seen one in forever and was dropping unsullied and giving dragons the business. Hahah.