• 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
    20.8k
  • Did a character concept for a course.https://www.artstation.com/artwork/P6gm3y - more:) list1.jpg3541x1920 2.82 MB
    20.8k
  • 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!
    82.2k
  • A creature design from a while back
    by
    6.7k
  • 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.
    20.8k
  • 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
    6.6k
  • 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
    22.3k

Hey everyone, I'm sharing my progress on the scene I'm working on for the CGMA course: Organic World Building in UE4. Here are some screenshots after 3 weeks for work, I started sharing a blog in my Artstation. But I forgot to share it in Cubebrush so I will keep this thread updated as I work on the scene. I would love to get some critiques if you have something in mind please share it here!

Week 3:

The rocks and the snow are looking really nice

It looks beautiful! Great job :smile:

22 days later

I totally forgot to update the thread with week 4 which was kind of a tutorial. Here is week 4 and then I will post Week 5!

In this week we were focusing on the shader creation of our rocks. I wanted to experiment with the new experimental feature that was released in Unreal Engine 4.19 called Material Layers. We also needed to create rock pile assets to help smooth the transitions of the environments.

Here is the latest update:


Rock pile

To create the rock pile asset I sculpted some small rocks that will be used to duplicate them across the surface.

I didn't focus on creating tons of details since these will be small and also be covered with some textures on top of them.

After that was done, I created a simple model to use as a base for the rock pile.

After doing that, I created some alphas using Quixel Mixer so I could add some surface detail. I would quickly create a material and then export the height information to create an alpha brush.

I would then create a little photoshop script to automate the process of creating a blur mask to my alphas inside photoshop.

The action is really simple, I would simply create a radial gradient and then use it as a mask to isolate one part of the texture.

Here is a video showing the script in action. It can save a lot of time if you have lots of textures. I used this method to create all the alphas for the rocks.

Then I would use the Standard brush with DragRect stroke to create the details:

This is how the surface looks with some alphas:

After placing the rocks I created before this is how the final result looks:

After the High poly is done, I would use decimation master and then make some planar UVs and then relax them to avoid stretching in some areas.

Once I apply the materials, this is how it looks inside UE4:

Material setup
For the material, I used Material Layers to test the workflow. I must say it really saves a lot of time once you start getting used to it. This is how it works:

  • Create some Material Layers to use in your project (think of these as
    your material library)
  • Create some Material Layer Blends to use in your project
  • Use those assets to apply materials to your mesh and blend them in
    different ways

Material Layers

These layers will help you to create a big library of assets to use in your project. This is the library I created to use in the rocks:

The material setup is really simple, I would use some basic tiling features and change the roughness and albedo values. I also change the normal intensity, just in case I need it. As for the material functions, I have a personal library I use for my projects. I highly encourage you to create your own library because it can speed up the workflow by not having to create the same logic over and over. If you want, you can download my Master material for free here, you can have most of the material functions I use day to day.

The great thing about Material Layers is that you can create Instances from them, unlike Material Functions. That way you just have to create a Master material and create a huge library. This is how a Material Layer Instance looks like:

Material Layer Blends

These layer blend assets allow you to create masks that you can use to blend different layers. How you use them is up to you, they can be really simple or really complex. I created some vertex painting blends, Slope mask, and material ID mask.

This is my library of Material Layer Blends:

The vertex paint material looks like this:

I'm plugging a texture mask and manipulate the values to add some texture to the vertex painting. After this one is done, I can just create child materials and create a layer blend all the channels:

I can also change some parameters and create a new layer blend if I'm happy with the results.

Master material

The Master material is really simple. It uses the Material Layers node and blends that with a baked normal I got from the High Poly models. I don't care about how they will blend because I can change the types of blends in a Material Instance. The only thing I added is a Slope mask to put snow on top of the mesh. I got some errors while attempting to create the same behavior with material layers but it is definitely possible to create all the blends there, it happens that I deleted some assets and the system got buggy, I guess that is the price of working with an experimental feature since It worked well before, just keep that in mind.


If you are curious about the Slope mask, here is a screenshot:

After that is done, it's only a matter to play with some parameters in the material instance. This is how my Hero rock material instance looks like:

I'm using 3 layers: 2 types of rock and 1 snow layer. The first blend will use the red vertex paint of the mesh to apply the rock in those areas. The second blend will use the green vertex paint of the mesh to apply snow.

After that is done, I can just apply the same instance and modify some values for other types of rocks.

For the rock pile, I applied the same material. But this time I made a small change to the Layer Parameters. But it was really fast! Let me show you how.

The green vertex channel stays the same since I still want to have the ability to paint snow on the mesh:

But I changed the Layer 1 Blend Asset to use an ID Mask instead of the Red Vertex channel. Also, I changed the background layer to use snow instead of rock so it can blend with the ground nicely.

It really is that fast!

I made a video to show the process to create the materials. This was recorded before adding the snow layer but the process is the same.

Final thoughts

I hope you can find some value on this, Material Layers are pretty amazing and I find them a little bit buggy sometimes so use them at your own risk, it is an experimental feature. I wanted to post the current process of the scene but I ended up making a small tutorial. I'm not entirely happy with the textures, but this workflow enables me to just create another material layer and apply it really fast to see the changes. Feel free to ask me anything if something is not clear and I will do my best to explain.

Until next time!

Thanks a lot for sharing. I'll have to give these things a second run through when I have more time to sit down an watch them. After artwar 3 I would like to miss around with ue4 more.

Keep up the good work. This have really been coming out really nicely.