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Made the death box from Apex Legends from scratch in 6 hours. Booleans with bevel shader worked great for modeling. Still fumbling a lot with low poly and cage, but learned about how to set up smoothing for a clean bake. Also no smart materials used either. Feels like learning :o
FIgured out how to start building a modular game level. This is 7 pieces in Blender, should work in more or less any layout. No actual art in it yet but I'm happy how it fits together. Now it just needs more pieces for variety and some props and textures to fill the space.
Realized I've never done piles of one-off studies in 3D like I do in 2D, and as a result I still stumble with 3D. Started modeling this PAL SNES console just for practice. Underestimated the complexity but having fun :)
I somehow still enjoy painting frogs despite having probably painted hundreds of them at this point.
Been falling back on random 1 hour animal paint studies again while life's priorities shift. I seem to have been following a pattern with these last few.
More gun from Apex Legends. Looks really front heavy, I wonder if it was designed that way to look cool in first person... This one came together in half the time from simplifying the process from yesterday (also I started way too late again might have been kinda rushing it o.o)
Been playing Apex Legends lately just like everyone else, and of course I needed to paint something from it. I thought this G7 Scout skin looked awesome and I haven't ever really painted guns before so I gave it a shot. Sorta ended up looking like high res pixel art o.o
I was asked about favorite games yesterday, so I started painting from Half-Life 2. Got an idea for a fun repeatable exercise I've never done before: shape studies of recognizable characters from favorite games. Might be doing a lot more of these :o
Daydreamed about visiting the zoo earlier today for some reason, and there were some pictures of emus. Creepy looking guys, scheming... Really liking the canvasy texture I put in, looks a bit like a real painting :o
Working on another character, this time mostly in 3D. Mixing sculpting and hard surface modeling is new territory for me. Feels like modeling things like the armor and goggles makes a lot more sense than trying to sculpt them really carefully.