Submitted as a part of the HoYoLAB 2024 Black Swan Art Contest, this is one of my proudest illustrations, 'Radiant Rose'.
This artwork demonstrates what I learnt through my self-study with my Wacom tablet and Clip Studio Paint. I experimented with different stylisations for the character, Black Swan, which resulted in a midway point between realistic and cel shading while still keeping the charm of the character.
With a limited amount of time available to produce and submit this piece, I learnt to create artwork with efficiency under pressure.
'Bedroom Retreat', a perspective drawing originating before my Games Art course; I found myself without time to complete it.
Only during the next large break did I return to this piece. Using anatomy and perspective knowledge gained from my first year at uni, I came back, adjusting mistakes which I had previously overlooked.
Over the course of its development, this piece underwent several stylisation changes, primarily with the face. While I haven't decided on a personalised art style, this is the direction I would like to go.
It brought great joy to see a piece I started a year prior come to life with colour and rendering. It is now one of my favourite artworks.
The 'Amethyst Library', created as a submission for the 'Introduction to 3D' module in Year 1 of the Games Art course, was a large learning curve for my 3D skills.
Learning to UV unwrap and texture with little practice proved to be quite the challenge but ultimately I am proud of the result, with it even being placed on display in the uni labs.
The result of my first effort at creating a humanoid character from scratch within ZBrush; this was submitted as the showcase piece for a digital sculpting assignment portfolio.
Taking approximately 20 hours to complete, this sculpture utilises most if not all of the knowledge I gained during the semester and from my personal research.
I used several separate primitive shapes to map out the anatomy, later shaping out the limbs and merging them together. The coat created from separate components, which were then merged together to create the correct shape. The stylised hair from a number of long cylinders which were modified using the bend transform tool. The bodysuit details extracted from the original body. The pistols and character stand utilising Live Boolean to make hard-surface assets.
I am greatly pleased with the result of this model, with it becoming one of my favourite 3D pieces to date.
The images below showcase the progression of this piece, from the basic body created from primitive shapes and a head I had created previously.