I guess this one took about three hours over two days. I really tried to focus on leveraging the use of layers to give it a sense of cleanliness, scale, and depth. Of course the shading is going to get better as time goes on, but that wasn't really the focus here.
Of course there are details I'd like to add. Scaffolding under the pathway, architectural elements, more detail in the background and foreground. But I want to call this finished for now.
Digital Painting is something I've always wanted to get better at, and the foundational skills for it are also things I'd like to develop.
-Understanding Lights and Values better
-Composition (beyond the rule of thirds, but really that just works so well)
Also, if I'm trying to show someone an idea for a landscape or a scene I don't have to mock things up in blender. I think with a curve of communication vs. work time showing blender vs. digital painting, painting would shoot up faster then plateau in the detail stage, where blender only plateaus much later in the pipeline.
Fully fleshed concept art is a central part of every design pipeline, in film, video games, animation, and it's a wonderful thing to be able to identify as.
As far as I go, I think if someone on deviantart had an idea for a shitty knock-off of Magic The Gathering (TM) that's about my level of art right now. But I'm getting better. Behold the works of my labor to make works.
*These are in chronological order, including the one from the beginning of the post*
One thing I struggle with is figuring out how to manage layers. Images like the last one could have looked so much better if I had used proper layer management the entire time (to work specifically on the stalagtites/mites).
But I'm never going to stop trying to learn, and I'll always keep practicing.
I'm Brian Whetten, and I'm very interested in Animation and Visual Effects. This is my blog where I write about my current projects, current events, as well as the software and techniques I use.