Apr 24, 2012
So funny thing about that payphone project. As I said, I worked most of the weekend on it and really put some time into it, and I was pretty pleased with the resulting renders. They looked nice and shiny and all of that neat stuff. However, when I showed it around to some artist friends and posted it on some game art forums, the reaction was universally negative, in a few instances, strongly so. It was kind of a day of getting kicked in the artistic junk. Nothing humbles you like getting kicked in the artistic junk. So I’m not gonna take it down or anything. It’s currently up on my portfolio as I feel it’s at least an indication that I can do some high-poly modeling, but I’m working now on a project that I’ll be able to replace it with.
Hours you spend on a project do not inherently earn it artistic or design value. I had to fight back that all-too familiar novice artist feeling that “Well, I spent x number of hours and worked hard on it, so it’s good!” Sometimes you produce crap stuff, and sometimes you can’t see the forest for the trees. So goes the learning. Don’t let your effort blind you to the process of getting better and roll with the critiques: they are more valuable than any amount of praise.
Also, on the subject of critiques, get them often and get them early. Maybe if I had shopped my sketches around more, I would’ve been posting a genuinely good piece.
These are my lessons (hopefully) learned this week, and you know what? If I remember them, it was a productive weekend after all.
Apr 23, 2012
So the Phonos project occupied most of my weekend. Special thanks to Paige who took care of everything else while I slammed this through.
See more on my portfolio here: http://worthdayley.com/05-payphone.html
Now on to low-res and texture work.
Apr 16, 2012
So on my 45-minute bus ride home I’ve taken to sketching logos and graphic designs for the Phonos project and then I take those sketches and digitize them as cool-downs after I work on the 3D end of said project. It’s time that I would otherwise use for sleeping or internet browsing, so it adds a lot to the project without taking time away from the meat of the project. Working like crazy for the modeling on this one. I’m doing a full high resolution mesh for the first time in a long time.
Anyway, you can guess what companies the above logos are supposed to be. Again, these fit into the same “80s futurist” vision of the future, so think… I dunno, Back to the Future 2?
Apr 11, 2012
Another logo for another fictitious company. This time it’s a phone company. Meant to be an 80s-era futurist (ie the way the 80s thought the future would look), shady, untrustworthy company that would almost assuredly be listening in to your conversation.
As with most of my graphic design, this is for a 3D project I’m working on. I’m finding as my employment is in flux, reasons for working on personal projects change so I end up jumping among 3 or so different projects. They’ll all be pretty neat once they’re all done!
Apr 01, 2012
Instead of playing Tribes all night, I instead drew some figures from reference. The goal was to focus on anatomy, but not so much on exact replication. Replication is useful if you work as a medical illustrator, but not so much if you are looking to create as interesting a drawing as possible. These were done in 0.9mm mechanical pencil on 3×5.5-inch Disney Interactive sticky notes. Sticky notes are the best sketchbook.