The techman

Initial character sketchAnother project is born, and hopefully this one will be completed :). I had this idea for a character whom I want to use in an animation eventually, but also in some hopefully “great” shots. This sketch was done a few moments after the idea initially struck. It’s a reasonably simplistic character, because I’m ignorant of Blender animation techniques at the moment and I need something simple but pleasing to start with. Lets hope it works.

I have begun modelling the character and this is what I have so far. The mesh is meant to remain very basic. The screen shot here is with one level of Catmull-Clark subdivision applied to the object. I will probably up the subdivision for render-time but I’m not sure if I really want this to be a completely smooth surfaced character.


Blender screenshot of character modelling WIPThose ideas will be clarified as this progresses. I hope to post updates here as I model, armature, and pose the character. I don’t expect to use many textures, or at least nothing complex, so that’s one less thing to tackle.

Another project is born. Maybe I need to start paying myself to complete personal projects … that certainly seems to work when I take on freelance work. Damn capitalist education!
šŸ˜‰

Samir


Adieu

Screen shot of the old siteIt is time to move on. My site has been pretty much unchanged for the last 4 years. Now, finally it is getting a long due overhaul. This blog remains unchanged, content and structure-wise, but at last its look is in sync with the rest of the site. As of now the site has three major sections: this blog, an about page, and a new portfolio page displaying some of my work. At the moment this is a simplified site done more for the want of changing, than for perfection and what I really wanted the new site to be. Hence the “V1.9”.

Screen shot of the old siteThis new site is a stepping stone, to a newer and better future. There is much more content to come, many more sections, and hopefully a lot of material of general interest, other than my work. Meanwhile this is an adequate platform to allow prospective clients to sample my work, and to allow and other generally interested persons to interact with me and I with them, so that we might all enhance our skills. Such is the power of the net. Enjoy the site as it stands, and V2.0 is forthcoming.

Samir


F1 challenge 2004

Blender F1 Challenge RenderWoah! Nearly two months of silence on this blog. Didn’t realize it as I was busy sharpening my 3D claws. I am currently working on the Blender F1 Challenge 2004. The image attached was not to my total satisfaction but I submited it to meet the May 7th deadline.

Now there is an extension till the 15th, so I will work on this some more and get it closer to what I originally envisioned. Meanwhile the entire process of my coming up with this image, the initial idea, the story behind the concept, and micellaneous scientific musings can all be found at this work-in-progress thread over at Elysiun. Further modifications will also be posted there, being more accessible to the Blender community.

Right now, it’s back to work.


Black robe

Comic vector illustrationOnce again I return to Inkscape for my 2D art fix. This software’s Bezier curve editing features are truly amazing – not necessarily the most powerful but simply very easy to get comfortable with.

This began as an experiment in monochrome vector art. I started with no plan or image in mind. I drew the shape of the main character’s head, went on the rest of her, and then just filled in a scene to fit. At first I was just trying to create a convincing, well-lit environment, but then I added in the two grey-robed figures and the crystal sphere on the floor to add a little intrigue into the mix.

What is this image about? I could say it is about the repressed emotional entanglements of our individually alienated egos in the modern post-consumerist culture… or I could tell you the truth: damned if I know!
Enjoy.


Snailshead peak

Blender 3D render of observatory on Snailshead PeakAfter a long sabatical, I have returned to the basics – read the Blender manual and strengten your basics. Being too distracted by Weekend Challenges over the last few months, I desperately needed to get back to learning everything there is to know about Blender rather than trying to get out quick fixes to random topics. I can do that once I’m a Blender genius.

The strategy seems to be paying off, because what started out as some more fiddling with the proportional editing tool, and a little tinkering with the various options in the World settings, turned into this pretty decent image. No new raytracing and reflection/refraction tricks here. Just good, solid, plain-old Blender scanline. I wish all software documentation inspired such results.


Lotus nymph

Fantasy vector illustration of a lotus nymphMy new site should have more of my work, better work, and also more varied work. Illustration is one of my main areas of interest, and something I want to diversify into after doing a lot of hardcore graphic design for many years. 2003 presented me with many opportunities to hone my illustration skills including story boarding and book illustration assignments, and I want to continue the momentum.

For 3D illustration, Blender is what I want to master, but 2D illustration is still very important. So here I have tried my hand at Inkscape, a great Open Source vector illustration software. It is still in very early stages of development, but as you can see from this image, it is already quite capable.

I really had no fixed plan of action when I began work on the image. All I knew is that I wanted to do a human figure and create a believable feeling of space around the figure. I’m pretty happy with the results. One more piece of content for the new site.
:hehe:


The orrery

Fantasy Blender render of a bejewelled orreryIt had to happen one day, and it finally has. After all those images ‘inspired’ by the Elysiun Weekend Challenge, I have finally managed to complete the execution of an idea within the deadline. šŸ˜€

The topic this week was ‘jewels’, with a stipulation that raytracing be used in the image. For some reason the topic felt like it needed an astronomical interpretation, so here is a bejewelled orrery for your viewing pleasure. I still have some way to go before I master the fine art of texturing, but better to get something done that lie forever in wait for that elusive perfection.

Before I started work on this image yesterday, I was well on my way to making a semi-decent human model (see previous posts for WIP). I felt it would be rude to leave her alone for two days after all that undivided attention, so she plays a small cameo role in this production. Look out for her in the pool of water.