[WIP] Uther LightBringer

Started off with a rough pencil sketch in my sketchbook

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After scanning, I start to refine the lines in photoshop, figuring out the anatomy and making corrections.Screen Shot 2015-08-07 at 12.29.24 AM

Final rough lines

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Underpainting, layer masks etc.

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I like to work in facial details and the skin first, it helps me move forward with the armor/costume details better, as well as adjust anatomy accordingly.

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I continued working through this to adjust warping, anatomy, and detail

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I finished up the piece after working on it in my off time for nearly 3 weeks!



Blizzard portfolio; weapons

[UPDATE 2] 2nd weapon concept done, low poly model started!

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[UPDATE 1] 1st knife concept finished. low poly done




Im going to be doing full concepts for 3 of these, and modeling one in low poly with maya and zbrush daggars

How I work

E3 is next week and I will be showing my portfolio off, so I figured now is a good time to post a “how i work” thing.

For basic character designs I usually just hit the ground running and go from a loose line drawing to reference and so on. BUT when I know I want a cooler pose I will start off with thumbs or silhouettes. I duplicate the poses and make costume variations. like in this example.

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I then choose the one I like most or is most successful and work on lines. For certain, more difficult poses or when I cant commit to a costume I will draw an anatomy outline, this way I can correct the anatomy or have multiple versions of the costume as separate layers without needing to have multiple body layers.

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After I have the base lines decided on I then work with Layer masks (thanks to industry legend Jeff Haynie for teaching me how to properly do this and block out the colors)
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I build up color and value until Things feel right. With this image I noticed that the anatomy was a little wonky and I had done my usual stretching diagonally.

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After adjustments and Final post-effects I have the finalized image.