More abstractish landscape speedpainting.
More abstractish landscape speedpainting.
Your stuff is great Ross.
Right, have you tried/joined Daily Spitpaint on Facebook?
Was doing gesture pose practice and turned my favorite gesture sketch into Lina from Dota 2, though with a more casual looking formal outfit because drawing tons of robes, belts, and elaborate designs is exhausting!
Last edited by RossC90; December 4th, 2015 at 03:58 PM.
Portrait of Dota 2's Phantom Assassin with a case of helmet hair.
Dude this is rad.
Thanks! I forgot that I tried to keep progress shots but I eventually sort of forgot about doing it near the end:
Character sketches for a project
One of her eyes was blinded in a attack!
Combining the commission project and painting practice into one, decided to try and paint the character I'm making a RPG maker portrait for. Of course the actual rpg maker portrait bust will be stylized and not painted but still fun. Still a work in progress! Still trying to make her seem older.
Last edited by RossC90; December 9th, 2015 at 06:25 AM.
Finished the character portrait and another atmospheric landscape thing.
Last edited by RossC90; December 10th, 2015 at 04:04 PM.
Some work in progress painting practice before work:
Well, that certaintly got out of hand!
Sketched out a cute sci-fi pilot and did a bit of painting:
Last edited by RossC90; December 15th, 2015 at 10:16 AM.
Little change of pace, but for my New Year's Resolution I decided to try and get back into 3D modeling and made a goal to finish an entire dota 2 set and publish it into the steam workshop to (hopefully and wishful thinking) get into the game. I took a break from modeling 2 years ago to get better at digital painting since my textures were lacking. 2 Years have passed and I think I've improved quite a bit, so it's back into the fray! Resuscribing to Digital-Tutors and watching 5 hours of tutorials have gotten me here so far:
I'm working on an Omniknight Set, and rather than try to work on something complicated like hair for a head item, like I usually would do which would cause me to lose focus, I decided to go the simpler and more fun route of starting with the main weapon first, then base the entire set aesthetic on the weapon:
This is the main concept I did a painting of, after choosing from a bunch of different rough silhouette concepts.
Here's the current pre-Zbrush block out of the hammer:
Any particular reason why the handle is so detailed compared to the sketch? Shading/texture "baking" for the lower detailed/in-game models?