• Gave myself 5 days to do something. This is what I managed to do. I'm trying to get better at illustrations, but I have patience to work on something for 3 days maximum :( Splash_Process.jpg5000x3140 2.21 MB Splash_Process-6.jpg3896x2429 2.83 MB concept list char copy.jpg5388x3000 1.7 MB
    21.1k
  • Did a character concept for a course.https://www.artstation.com/artwork/P6gm3y - more:) list1.jpg3541x1920 2.82 MB
    21.1k
  • Day 4: Star Wars May The 4th =] Queen Padmé Amidala in my art style! First time drawing her and I really enjoyed making this one! Used watercolours, ink pen, acrylic markers and gold paint for accents on my Canson mix media sketchbook. I hope you like it!
    83.2k
  • A creature design from a while back
    by
    6.8k
  • Here is some more recent stuff, I need to make more body studies
  • It's been a while and god, it is so cringe to go through all previous messages xDmy study.
    21.1k
  • Thank you! I finally cleaned that up. Meanwhile started 3 more ..I have a habit of taking too long to finish a piece, then I lose interest in it and just start something else. I found 8 from recently i started and abandoned, that are decent enough to not delete, but not finished. There’s also been a number of drawings I felt I “outgrew” - became better before I finished them, and it would be easier to start from scratch than fix them. Anyone else thinking that?
  • Lady Death Fanart Collectible: Part 6 Polypaint and base Hi, it’s time to share with you another part of the process to create this fanart piece. Polypaint As this is my first collectible fanart I didn’t have previous experience with polypaint so I tried my best and played a bit with it.I wanted to give a ghostly and eerie look to Lady Death, she is beautiful and deadly, but at the end of the day she is a woman that died and was reborn at hell as an avenging spirit, that’s why I gave her skin tone a bluish very cold tone.As you will see I gave myself some creative freedom to deviate from the traditional color scheme that this characater has in comics and illustrations.To add a bit of sensuality by painting some freckles on the face and the chest. The dark nature of this character was the perfect excuse to gave her a kind of goth make up, very dark shadows around the eyes, blue lips and fingernails. I know that the original character includes sexy red lips but I wanted this girl to have a sexy but at the same time creepy look, that’s why we can see some thin veins emanating from her eyes. The biggest chromatic change I did for this character is at the hair. Lady Death has a characteristic white weavy hair but in my fanart I decided to gave her a very saturated blue color.The reason behind this wasn’t only an aesthetic choice. I want that the face area strongly pulls the attention of the viewer so this area needed a stronger contrast. Another reason is that I want her to have a more modern look, as I mentioned before, I’m strongly attracted to women with goth/punk look. I gave myself half an hour or more to analyse the work of experienced sculptors that create collectibles and I discovered that the use of darker values on the skin is often applied to create a greater sense of volume and three-dimensionality. I found that areas with heavy ambient occlusion are the perfect places to paint with darker colors in order to increase the separation between different forms. Even though she has a bluish skin tone, I used a bit of warmer hues in areas that, in real life, tend to go towards red and pink, this is very obvious in the nose, cheeks, and knuckles. Thinking with a logical mind it’s completely absurd to have warmer tones on the body of a zombie like creature but I didn’t want to limit myself by using only blue tones, it looks boring and artificial. In real life these colors are created by blood vessels in areas where the skin is very thin. ** Scythe **for her weapon I applied a cool gray with some warmer variations, this color scheme is influenced by the work of H.R giger. Base I’d like to talk about the design for the base which, to be honest, I forgot to develop along with the character.My main idea with the base is to show that Lady Death inhabits a very sterile and arid land, at the end of the day she is at hell.You can see a that she walks over dirt and rocks, a sign that she’s surrounded by death and loneliness. As part of the landscape we can see some bones and skulls to reinforce the idea of lack of living creatures, yet we can see three hands that try to reach her legs.This hands represent that all creatures are subordinated to her power and seek an evil blessing with a simple touch of the princess of the damned.1- The hand with skin burns represents the souls of those who are newcomers to hell, tortured souls that suffer for the sins comitted on earth.2- The hand with greenish rotten skin and pustules is the reminder of the decay that has infected the souls of those who have been trapped and have forgotten their humanity3- Last but not least, the hand of a demon shows that even dark creatures and entities bow before her presence. The cherry on the top, at least in my vision, are the simese twins that emerge from the ground, this malevolent creatures remind us that in hell there’s only perversion and any trace of innocence is lost. Thanks for reading till this pointI’m really happy to be very close to finish this creative journey, last but not least it’s mandatory to talk about splitting the sculpture in several pieces to be printed, this will be my last entry before showing the final rendered images. See yaMay Zbrush be with you
    1.5k
  • memory 2min gartic phone, used ref 2m gartic, used ref for pose 2min gartic 2min gartic 2min gartic 2min gartic memory memory memory memory study memory memory memorymemory memory memory memory memory memory study memorystudy study stylized left memory, right study study memory memorymemory memory memory memorymemory memory, porportions r offmemory memorystudystudy memorymemorymemory memory memory memory memory memory memory memory, right leg is a bit broken The feeling of only getting 1 - 3 likes on a social media post will never not be discouraging. But nothing is discouraging enough to make me quit drawing. I think the strategy of drawing a lot of stuff and waiting a while to post is good though rather than posting it immediately and then feeling that sadness on the next set of drawing
  • Urban Dragon Girl Wip Urban Dragon Girl_wip1.jpg5000x5000 1.11 MB
  • Long time no see! New artworks produced lately
    6.8k
  • studies studies juri study imagination, how I feel before a speech imagination imagination study something I drew for my presentation also drew this for my presentation, didn't fix the one hand being bigger than the other imagination + study study studies study study, I need to fix the face a bit based on screenshot from anime but in my style study. except for the eye study studies studies study. changed some things tho imagination imagination imagination study studies, except top right samurai based on anime screenshot wolverine studies, changed some of the poses a lil, not very good at all, but first time i drew the character ever. semi study studies study imagination imagination imagination , for first time ever i tried to draw over 3d model for middle pose, I dont like the result tbh, but it makes it much easier than coming up with it from memory.imagination, except right figurestudies imagination + studies, coming up with action poses r hard, these are not dynamic enough, I will redraw better ones in future. imagination , imagination imagination study, except for eye imagination imagination imagination doodles except for the two chrollos imagination storyboard thumbnail, idk if i ever shared this. my storyboards end up being a little detailed since i usually just draw in one layer.
    by
    22.6k

After 2 years of consuming Cubebrush Tutorials, I can't believe it's taken this long to start an Art Blog Page.
Well, better late than never!

Basic Stats:
-3D Artist - Props, Weapons, Characters, Creatures (If it's creepy, I want to make it)

-Majored in Game Design and Digital Animation, and still truckin' along, trying to get somewhere with it (but hey, it's the journey, not the destination, right?)

Artstation: https://arkofdarkness.com/
^ Not gonna lie, probably gonna have most of the same stuff as this Blog, only a bit less "Work-In-Progress"

"DeadBeat" - Face Practice

A bit of Face/Hard Surface practice in ZBrush from this past week.
I might actually give this guy a body at some point - I like the concept behind him.
Sorta like a half-dead guy kept alive by a Sound-Weaponizing Exo-suit.

Technical Specs:

11 days later

A bit more Head Sculpting/Retopo/Texturing Practice.
Sculpting in the wrinkles was pretty fun.

Really pleased with how this one turned out - you can never really go wrong with a creepy clown. (And on a shameless personal promotion sidenote: if you're ever working on a horror game or general spooky project and need a Creature Modeler, hit me up - I live for this stuff!)

This one was also literally painful to make - from base sculpt to retopology to UV's to texturing to rendering, all in the span of a single day.
It was a really fun day, though.

I'm also noticing that I have a bit of a tendency to display exposed esophagi/tracheas in some of the last few models (or at least some form of emphasis on them). So that's a thing I've learned about myself over the past month.

Damn that clown is going to haunt my dreams. The unholy spawn of Venom and It. Great work!

Another new model to add to the heap.
Basically hammered this one out over the last two days. (I'm trying to push productivity to crank out something new each week. Hopefully it'll yield some improvements to speed and quality.)

Polycount: 3,382 Tris
Textures: 2048 x 2048 (Albedo, Normals, Roughness, Metallic, Emissive Maps)

(You ever stop, look at something you've made, and think 'wow. That looks way too good for me to have possibly made it.'? Because that's kind of how I feel when looking at this ZBrush Sculpt Render.)

8 days later

Alright, so I should probably take a break from the creepy stuff, and work on an actual human character. (Just in ZBrush so far - I haven't started Retopology/UVs/Texturing)

A bit of relevant info to share thus far:

1) They say that you should learn something new with every project.
I have learned that Polygroup By Normals and Polish By Groups are a very powerful combination for getting strong, clean meshes to work off of.

2) Working on creepy faces is far, FAR easier than trying to make a normal or attractive face.
At least with something creepy, the uncanny valley becomes your friend - for a normal human, you have to actively fight against it at practically every step.

3) ZBrush can be very useful for blocking out Basic Colors, but since my focus is on Game/Animation-usable assets, I probably shouldn't try to use ZBrush for much more beyond that - with time, I could probably figure out how to maximize Materials and Rendering in ZBrush, but that time would probably be better spent using a more comprehensive Texture Workflow in Substance Painter, or Rendering in Marmoset Toolbag/Unity/Unreal.
Especially since Material information (Metallic/Roughness/Transparency) can't really be passed out of ZBrush.

So this is basically what 2 days of Sculpting (with breaks and downtime) can get me at the moment.
- I've figured out what it is that bugs me about the face: the Eyes. They're very harsh/piercing. I should be able to fix that during Texturing; soften them up a bit. The neutral/blank expression probably isn't helping much either; that may resolve when the character actually emotes.
- I've also finally found a decent workflow for making Collars/Lapels; Basically, you just use the CurveStrapSnap Brush, Polygroup by Normals to get nice groups, Polish by Groups until you get a clean base and edges, and then you can manipulate the straps into the desired shape.

I also included the concept art. I am definitely not a concept artist.
It is also several years old. (Like 3-4 years old).