Hatty
I originally drew the lineart for this while on vacation in Japan, and I thought she turned out kinda cute so this past week I took a little time to ink it and color it.
I think I’m officially on a hat kick now.
I originally drew the lineart for this while on vacation in Japan, and I thought she turned out kinda cute so this past week I took a little time to ink it and color it.
I think I’m officially on a hat kick now.
Dumping a few more images into the sketch gallery. The backlog on these things is just huge.
Left: A random goddess.
Center: Silas, the protagonist from Roach Roundup.
Right: Rosella of Kings Quest VII, in her ogress form.
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Finally got around to checking if there was a way to jitter brushes in GIMP, which, of course there is. One thing that has always annoyed me about using digital tools vs. analog ones is that I never really figured out how to get realistic sponge effects. I used to watch Bob Ross on TV and marvel at the ease with which he plastered relatively complex objects like leaves and dirt onto his canvas with nothing more than some simple sponge tapping.
The scene below was whipped up in about an hour. I originally called it “done” after about 20 mins, but then I started messing with the levels a bit, and adding a little detail here, a little detail there, and before you know it time was passing :).
Just posting a quick concept drawing I did tonight for my new game. Total time taken was about 30-40mins, including scanning. Which I personally think is a little long, but I’m a coder by trade, after all, not an artist. Although I wouldn’t mind if those two roles did a flip in importance ;).
I wanted to give my Muse character more anatomically correct proportions. A lot of games take the tack of squishing characters up to make them friendlier to screen real estate, but I think computer resolutions have hit a good enough level that I can get away with these proportions, even outside of an FPS/RPG game.
Another addition is the hat. I like hats, been meaning to get a fedora for quite some time, and there is no reason for my Muse not to have a hat. So a hat she has.
Below is the result of my first go at making one of the design sketches for my bug villains. I’m going to trash it since it didn’t turn out with quite the right feel for the game I’m working on, but I think I learned enough to get it right the second time around.
Model is fully rigged and pose-able. Test poses done below were made with the Blender internal renderer.