Digital test fishy

Trying to digitally paint more like I do in oils because my processes don’t line up at all. Hoping to do a few of these for the Raw:Miami show in June! 

I have an art show?

Somehow, I got myself invited to be in a real live art show!  I don’t know what the hell I’m doing, but I’m sure gonna try and look like I do.

So proud and excited to be a part of RAW: Miami Presents VERSE! Super cool show with live music and crafts and fashion in down town Las Olas. Buy tickets through my site @ www.rawartists.org/carakhan and you will be given a surprise gift at the show :)  Hope to see you there!

RAWARTISTS_FLYER

Anatomy and Economy of Line

 

More studying, eventually there will be 99 of these. Studying areas of focus based on line weight and detail. You can probably tell which order I did these in as I started to figure out what I was going for. About 25 min a piece. This is going to take forever.
male_skulls_1

Composition Studies

As part of my continued learning, I’m taking some classes at Conceptart.org. Their forum structure is terrible and I’m not sure if I regret my decision… but I’m making the most of it. I have to do twenty of these. They’re supposed to be about 60  min but I can’t let myself do less than 2 hours or I feel it wasn’t worth the time. We’ll see if I get quicker.

 

frazetta_sidebysidepyle_sidebyside

Madagascar 3 – Building work

I had a great time working on Madagascar 3 and recently I was able to pull together a lot of my work on the film (thanks to Stacey Truman, you angel).One of the larger projects I worked on in this film was city building with Andrea Pun. The both of us textured the city of Monaco, building a procedural shader from the ground up that could translate to any model put into it. I then went on to lead for the Rome sequence, where I took this shader system and built on top of it, creating the older, worn city with warmer colors and exposed brick and layers of dirt.

 

Monaco in it’s final glory:

monaco_buildings monaco_buildings_roof monaco_buildings_pattern

 

Some examples of the buildings we did. There were three levels of models, stylistically the level of detail was simplified as the buildings went into the distance but the shader had to accommodate across all of them. mad3_3 mad3_2 mad3_1

 

This is the look of Rome, which utilized the same shader as before, with an extra level of detail of exposed brick and raised saturation and contrast in the dirt level:

rome_buildings

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