Sunday, November 19, 2006
Monday, October 30, 2006
Tuesday, October 24, 2006
Pastel painting
Sunday, October 22, 2006
Friday, October 20, 2006
Sunday, October 15, 2006
Cloud Study
Thursday, October 12, 2006
Impressionistic painting


Bored 1 sunday morning I thought to myself-hey,wouldnt it be GREAT to do a study of a master painting- so here it is.
I've planned to do 1 every weekend or whenever time permits.
The second 1 is done in pastels- I have a love and hate relation with the medium- I love it for landscapes but have the hardest time doing figures with it.
I hope i can get better with time
Quick study
Wednesday, August 23, 2006
ConceptArt Thread

Hey people,
I just put up some of my work on conceptart.org
for critique.Its been great so far.Some things
people pointed out about my work, I had not noticed
before.Well, I think thats how it works cause you
spend so much time looking at your work that after
a while you stop seeing anything new in it.
This,I found was a good way to get around this problem.
Hope you guys enjoy it.
www.conceptart.org
Monday, August 07, 2006
Sunday, July 16, 2006
Jacob collins - A Master Painter

One of my friend's sent me a link to his site.I must say, his figurative works are one of the best I have seen yet.Do let me know if you know of anyone else whos is as good or better.(hard to belive that someone could be better)
Jacob Collins Painter
A Friend and Mentor

I am happy to let all of you know that the long awaited 'D'ARTISTE Concept Art-Ballistic publications' book is finally out and George has some really good tutorials in there.You guys should definately check it out.Some great tips on photoshop renders and good concept design work.
CONGRATULATIONS G!
If you are intrested in puchasing a copy here's a link to the homepage: WWW.GHULL.COM
Doug Chiang Studio
enjoy!!
Doug Chiang Studios
Art of Pencil Drawing

This is a great book written by Ernest W.Watson.Its always good to go back to basics once in a while.This book talks about line weight and there is a lot of emphasis on patterns of the subject you are drawing.
DEFINATELY A MUST READ FOR ANY ILLUSTRATOR.
Currently I've been doing exercises using this book as a guide and its already helped my line drawings.Again, I cannot stress enough on how much help this book can be.
Sunday, March 26, 2006
Stephean Hawking : Astro-physicist

Hey Guys,
I'v always been an admirer of Stephen Hawking's work and this article I went through definetly gives an insight on how a guy suffering from ALS can still hold the position of Sir Issac Newton in the University of Cambridge.
I am quite often asked: How do you feel about having ALS? The answer is, not a lot. --- Stephen Hawking.
Article : http://www.hawking.org.uk/disable/dindex.html
Wednesday, March 01, 2006
Great sites to learn hardsurface modeling from..
Here are the links :
www.blissdd.com : go to the "Play" menu, and then download the WRX folder.You'll love it!
www.suurland.com : for blueprints
www.onnovanbraam.com/tutorials/splinecarmodeling/ : this one is the spline car modeling tutorial.
Enjoy ! :)
Calling all PIXAR enthusiasts'

Hello People,
If you'v not already heard, PIXAR is comming to the academy to hier!Yeppy, hurray and the whole shebang! This time to hier only TD's though.So, my request to all TD's out there, get into gear! Best of luck to all 'yall who are applying.The event is scheduled for the 2nd of March at the Morgan Auditorium on post street.
Best of luck!
Wednesday, February 22, 2006
Chronicles of Narnia.. Fantastic!

Hey, Hope all you guys got a chance to attend the making of -Chronicles of narnia last week.For all who dind't well, i'll see if i can scrap some notes out and put it up here.It was really gr8! As you all know the lead creature artist Will Telford - Creature Supervisor and Hans Rijpkema - Character Technology Lead were there and defenetly gave some intresting info on the making of Aslan.The beast is sooo well done! The muscle dynamics of the lion - both primary and secondry motion of the animal's movement were well animated, partly mo-caped and partly hand animated.For those of you who are intrested in numbers, 98 points of motion on the face alone, and another 200 on the body, 40 different sets of hair on the animal that had to be animated like clumed up hair, hair being affected by wind etc etc. all the good stuff u know.
I did have a chance to speak to both of these amazing people after the presentation was over.It was great overall.Will telford is doing his masters in visual developmental science.Intresting yeah! and as for Hans Rijpkema , wht can i say, the amount of knowledge about dynamics that he has truely left me in awe of him!
Of the stuff that was shown here is a summery of it.
Creation of Aslan: modeling, body and facial rigging, animation, lighting, fur grooming and dynamics - Creation of Mythological Characters: gryphon, centaurs - Battlefield Crowds: rigging and skinning, motion and geometry generation, rendering, dynamics.
A job well done by R and H!
Hope this was of help to u guys.
Have a good week guys!!
Great ref. site for Hardsurface modelers (Cars)
This one was shown by thomas meade (our hardsurafce modeling instructor - Mr. i just love going on tangents most of the time) haha, sorry tom if your reading this! :) well, its a good resouce for learning how to 3D Model a car.Good video's on the same as well.
Enjoy u guys! :)
Modeling 3D Cars : link.
Sunday, February 12, 2006
Car Rendering Tutorial

Hey guys, After quite a while i'v just got this really nice car rendering tutorial.I think you guys should check it out.I'v been keeping an eye open for one of these for quite a while.This one's for all the industrial designers out there.The website itself is quite informative.Here it is....
A Photoshop tutorial : rendering your car line drawing
have fun rendering!
Thursday, October 27, 2005
A great lecture given by Tim McColum - ILM Creature Artist
I took these notes at SIGGRAPH '05 held in LA.Hope it helps all you guys planning to make your way into creature development or who just like drawing and comming up with ideas for fantasy creatures.This would be a nice place to start. Happy drawing :-)Creature development
- What does it look like?
- What is it supposed to do?
- What is the Design Style of the creature i.e. is he cartoon like or Photo-real?
- What is the body type of the creature?
- What is the surface type or skin type of the creature?
- How are we going to integrate it into our work? i.e. Bluescreen or Digital?
- What are the interactions of the creature going to be like?
- What is the creature’s relationship with the camera going to be like?
- What’s the scope of the creature’s use?
- What can the software do and more importantly what can I do with the software?
- Find out the problem in the early stages of the process and come up with a solution early on.
- Discuss with the team about what is required of the creature and not about what could be done.
- A digital creature is a set of articulated surfaces, constructed, animated and renderd by a computer.
- Use the artwork done and the reference material for this.
- What is the conceptual tone of the creature?
- Decide the Pose and the environment your going to put him in at this stage.
- Search for visual cues related to the creature you are drawing.
- What is the form and the material of the creature?
- Give it an Extreme Pose
- Extreme Form
- Musculature (according to requirement) buts ok to exaggerate.
- Keep him anatomically believable.
- Give character to the creature through foreshortening.
- Remember that the Concept art defines what is expected from the creature. i.e. its capabilities.
- Tone of the creature – is it Dark or Bright?
- Identify the key elements within the creature – the invariant Perceptual Cues. i.e. The way something moves.
- Define the Levels of importance of the various elements.
- Does the creature have a cartoon esthetic?
- If so give it simplified forms.
- Keep the creature physically plausible at every stage no matter how hybrid you make the creature.
- This style is probably the hardest to do as it is modeled from real-life.
- It has to, “HAS TO” be Proportionally and Physically accurate.
- What is the requirement of the concept of the artwork?
- What is the level of Physical realism?
- Symmetry
- Body Type
The body type of creatures can be classified into three different types :
Viz. Radial, Bilateral, Segmented.
- The difference above can have a large impact on the efficiency of the creature.
- Symmetry should not be assumed. Asymmetry is a KEY FEATURE of organic realism.
- Robots on the other hand would be a good example of bilateral symmetry.
Body Type:
- Bipedal
- Quadruped
- Winged
- Serpentine
- Special Designs
- Legs have Limited range of motion and the shoulders have a large range of motion.
Quadrapidal:
- The primary motion of such animals is driven by their forward legs.
- An artist would most likely face the most problems in dealing with the Head and Neck motion of these animals.
Winged:
- The motion of such animal is complex to deal with on ground.
- Folding wings also give a lot of rigging and deformation challenges.
- The artist could also run into articulation and deformation problems.
Serpentine:
- This creature may or may not have legs.
- The primary motion of this animal is driven by its head.
- Deformation issues range from the simple to the extreme.
Special Designs:
- These would include monopods and tripods i.e. Creatures with more than four legs.
- This catagory would also include transforming creatures.
- The sequential artwork is highly importaint in this type of creature.
Example. The ape like walk for the tripod creatures in War of the Worlds.
Scorpian King , Mummy 2.
The transformation problems that an artist faces here are the volume and proportion changes i.e. form changes.
Lets now talk a little bit about the Skin Type:
- Rigid
- Flesh
- Clothing
- Hair,Fur.
Rigid:
- In this case the deformation is non-existent.
- The motion is primarily defined by rigging.
Flesh:
- Since flesh has an Elastic property to it, it can strech, compress, wrinkle and fold.
- The anatomy of the animal in this case would lie below the skin itself.
- The range of motion of such type of creatures factor heavily into the difficulty of the problem.
- Its not only a surface with texture but also "DETAIL".
- Create the wrinkles.
Clothing:
Clothing can be of the following types:
- Loose Flowing
- Tight Fitti9ng
- Layerd
- Tattered
Cloth Dynamics:
- Key factors in dealing with cloth dynamics are:
- Dealing with the collision geometry.
- What is the material quality?
- Property similarity between multiple garments.
Scales, Hair and Fur:
- Length
- Density
- Variation.
Long fur - BIG PROBLEMS!
- The Props should preferebly be rigged seperately from the creature.
- The props often move locally in relation to the creature eg.Ear ring
- Make sure the props move with the creature and relative to him.
Ask yourself what does the creature do ?
Scope
Interaction
The answer to this question can be found in the script, Storboard and Animatics.
How "Hero" will the creature be? (how close to the camera)
How many shots will the creature be in?
Is the creature a hero or pawn?
What is the relationship of the creature with the camera and the size on screen?
This will answer the question of what will be the level of detail of the creature.
For a "Hero" :
Medium-built for which there is usage but does not intend to hold up any kind of scrutiny.
Low-simple anatomical form i.e. no deformation.
For a "Pawn" :
A block form.
No articulation - way in the background.
Rule of thumb:
The size of the hero is 1/3rd size on screen.
1/5th if lowres.
Length of time on screen:
Remember who the audiance will be.
The screen size has an inverse relationship to the fedility requirement of the creature.
Interaction and Intigration:
Props
Other digital Creatures.
Environment
Live actors.
Environment interaction:
Factors at work :
Shadow casting
Dust from Footfalls.
Creature moving through foliage.
Live actors:
Similarity of material between actor and the digital creature. - Lighting has a lot to to with this aspect.
Capacity to inigrate with live actors is related to the creatures design style.
Creating creatures with sucess:
- Ask the right questions before you start!
- The artwork should define the technique.
- Catagorize the answer between looks and behaviour.
Wednesday, October 26, 2005
Just a reminder to all my fellow students ...

Siggraph 2006 is just around the corner and is accepting applications for Student Volunteers. I was there (bumped up the waiting list at the last minute - i was not too thrilled about that at the time) for SIGGRAPH 2005 and i had a great time! I highly recommend it for all the students planning to apply for the first time, pls do! Its a great experience and you will meet a lot of people from your own field, not only students but also industry proffessionals.Its a great place to make good contacts and get some insights on whats happening in our industry. Not to mention all the great lectures you can attend while volunteering. :-)
A nice basic modeling tutorial

I just ran into this link on 3DTotal and i think its a great place for people just getting into charecter modeling to begin as it runs you through the entire process of modeling from the basic shapes, to skinning and then putting on the accessories. A must see for beginers! 3DTotal Charecter Modeling
I'd like to say... Oh my God!!!! Now i'v seen it all....

Hey guys,
I was really surprised when i came across this article and i think all you guys should have a look at it.Its kinda cool in a very strange way and I mean it! Well, for starters Ballistic Publishing has released yet another eye popping image book and this time guess what its about, well, the ' Hottest chicks in the CG world' . wow! call me a geek but i checked the images out.... WOW! :-)
CgTalk Article : Ballistic Publications
Monday, October 24, 2005
Wow! This was a long break...
Appologies to all of you guys who have been keeping up with my blog that i have not been able to post anything for a couple of months now.Anyway, i'v decided to make it up to you guys and post a lot of good stuff in the comming weeks.... wait for it :)
Sneek peeks:
- Brief Discription of the Lecture on Creature Creation from Tim McColm - Lead Creature Artist from ILM.
- A Little about the talk that Peter De Seve gave in the Academy - Lead Character Artist for Ice Age.
Tuesday, March 15, 2005
Incredible!
hey u guys, I ran into brad bird today! (remember, the guy who directed this little movie called The Incredibles!) yep! I just got the news that he's in virgin records (SF) while i was in one of my classes n sure enough, i left class half way through to get his autograph :) and i did. I complemented him on his movie and that he'd done an amaizing job with it, and i'm sure all you guys would agree.'neways, it was a great experience for the day, heck who am i kidding, for the whole month! :)
peace out guys!
appologies : I really did not know 'brad bird' was in virgin records before time, or i would have posted it for sure! :)
Monday, March 14, 2005
Robots :The Movie!

I have been waiting for this movie like forever, and u know how u think at times, its not really gonna be that good....IT SO WAS! u guys have got to see this movie, i would not say, its gonna be the best movie of the year since we have yet to see cars and madagascar, so i think that would be unfair on my part, but its pretty damn good!!!
blue sky studios
Saturday, March 12, 2005
Had a good time at the GDC?
hey y'all,
the last couple of days have been just awsome...hmmm, hope i'm not understating that! For all of u people who could not make it to the GDC, too bad, hope u can make it next year.GDC 2005 just rocked! I'm mean for whatever lil bit i saw, which was quite a BIT.Let me start off talking about the EXPO,well since i had the EXPO Pass (FYI, i was not too thrilled about that) i attended just 5 tutorials and the IGDA/GDC and the IGF award shows.The EXPO had most of the 'who's who' in the game industry and u could c all of them booth crawl.BLIZZARD, SONY Online.,HIGH MOON Studios,UBI-Soft and many others had set up their booths at the EXPO, excepting resumes,talking to students,reviewing demo reels, u know how it works rite.Anyway, Once that was over, i mean how long r u gonna crawl around in an expo! I was there for a while though, then had lunch (accident) lolz.The next day i realised it was not for the EXPO guys...well,boho, as u can see i'm flushed with shame! :0) anyway,comming back to the point of this topic, yes, the CLASSES :
Use of openMP in Games : well, dunno where to start for this one, was in there for an hr. and understood just 15 min. of it, yep being a programmer myself! the gist of this talk was how openMP (which is kind of a plugin -if u may for c program users) a 'library' that includes all the functions that apparently speed up your processing speed during multithreding by 70% (thats a lot)Unless your not gonna be using multithreding this should not make that much of a difference to your script during compilation.well, thats that!
Bonus or Bogus : Dealing with Hollywood Production Companies : This talk explaind how the game industry is a lot similar to the film industry (or atleast is getting there).Rosanna Sun who's credits include , casting the crew of matrix reloded and matrix revolutions, titanic and producing the game 'Enter the Matrix' was hosting the talk for the evening.She ran us through the whole process of production rite from piching an idea to a potential investor upto why exactly the production companies pay tank loads of money 'invest' into a perticular idea.How profitable is an idea? who decides that? Why did projects like polar express, 'enter the matrix' and mercury rising, bomb at the box office?
Quest : Why do you think did polar express bomb at the box office?
Ans: The problem with polar express was just that they made what should have been a 20 min. short into a full length feature, its that simple!
Quest : Why hire actors like tom hanks to do the mo-cap and voice over as it increases the budget of the movie substantically?why not just hire a good actor who does not charge as much and spend more on the movie, and in the case of a game , the actual game play?
Ans : The production companies when dealing with such huge projects dont really look at the cost anymore, well, atleast not as much as they normally would. They wanna make the movie as true to life, or authentic if u may, as possible, hence the above is done.
all in all it was a good talk and quite informative.
Attack of the Design Directors : This was probably one of the best talks i got to attend, which as u can c were not many :),'neways, getting straight to the point, this talk was about again, the pitching of an idea (but from a design directors) point of view, the disagreement that goes into ideas between various departments and the final product which includes the crunch times, and how every company likes to clame that their crunch time is not as bad, or as frequent, as the company next to them.Its the same evrywhere and the key here is organisingyour time and what he discribed as having a point system where insted of calculating the hours that some one has worked, u allot certain number of points to evry sub project and evrytime a department completes a certain task they earn some points, and they need to earn a certain number of points per week, wierd! i know, but wht the heck, he said it works!!! another importaint thing to note while designing or pitching ideas is "ALWAYS ALWAYS, HAVE A PLAN B" .
The game load (working 40 hours per week) : This talk was given by David Howie, MD of blue fang studios.A cool guy and really witty! He was talking all about the crunch time in the game industry and again to elaborate on the points i mentiond above, its in the organisational skills.He told us this one incedent about how he had his crew work for 27 straight days ,CRUNH TIME! Its the same every where people, just to pin down a perticular company (y'all know which one i'm talking abt rite...sure u do! ) is unfair i think.
Tuesday, March 08, 2005
For all you geeks out there! :o)
Too bad i could not make it to the EE Awardshow tonite. but hey, who's complaining rite! :o)
Monday, March 07, 2005
download MEL scripts for rigging
http://jonhandhisdog.com/forum/index.php?act=Downloads
Sunday, March 06, 2005
How to Network - Especially at GDC
a great site telling you the do's and dont's at the GDC while you are networking.I perticularly liked the advice, "if you cant say anything nice, dont say anything at all!!" please read.
Thursday, March 03, 2005
Freedom -of -Teach.com for Modelers
www.freedom-of-teach.com
Tuesday, March 01, 2005
BLUR Studios setting new standards!
this is one short u dont wanna miss! :o)
UnrealEd Tutorials for all u game developers
all u guys who'v just stepped into game developing might enjoy going through this site.It has some easy to understand tutorials on the Unreal 2 Editor.the nice bit about these tutorials is that it assumes no prior knowledge of the editor, so this one's for all you rookies!!! :)
Monday, February 28, 2005
Havok prepares to unveil next generation of middleware at GDC
The company is planning to hold an event during GDC 2005, which takes place at the Moscone West Convention Centre in San Francisco from March 7 to 11, to premiere the functionality of the suite.
click here to read the article.
hope to see all you guys at the GDC!
Monday, February 21, 2005
Mixed Traditional/Digital Painting Tutorial
Sunday, February 20, 2005
Good Illustrations
http://www.maciejkuciara.com/
Saturday, February 19, 2005
Lead Level Designer from BLIZZARD!
hey guyz,
i just ran into the lead level designer from blizzard, Phil Co! got some really useful tips as far as designing a game level is concerned. He was a guest lecturer in one of our game design classes .It was great to have our work critiqued from him. He gave me some good tips on how i can improve on the rough draft of my game level and hope it helps all of you going into level designing as well.
He spoke of the game level design being divided into 7 parts:
1] know your design tools or the game play mechanics : running, jumping, climbing.
2] order the design tools according to difficulty
3] brainstorm puzzles : make sure the puzzles have a clear objective , simple start, add combinations of 2 or more puzzles, adding variety, have a quality curve ( something he stressed on the most) , which means that start and end the puzzle on high notes and save the better ideas for the later levels.
4] diagram : compact and dense, visualize the spaces, follow the chart viz. the design tool chart, puzzle chart, enemy chart.
5] rough draft (the template or block mesh) : size and length (relative to the rest of the game) , 10 second rule ----- if the player can walk without anything popping out in the game for more than 10 sec. go ahead AND CHANGE THAT! and lastly, technology check.
6] watch without speaking : little kids are the best testers for your game levels, wide audience.
7] revise : keeping consistent ---- graphics reveals gameplay, editing puzzles --- removing complexity, balancing difficulty --- puzzles, monsters, secrets.
besides this he gave us a rough draft of one of the game levels he designed from Harry Potter and the chamber of secrets -- the skruge challenge.
hope this little bit of info would have helped all of u intrested in level design!!!
Wednesday, February 16, 2005
Another of 'em flash deals
i ran into this cool site today i thought u guys would enjoy.Its another of 'em flash cartoon sites.
the fat guy is really funny! http://www.goonland.com/
Have fun! :)
Tuesday, February 15, 2005
Just a "Hi note"!
Keep yourself logged in from time to time.I'll keep updating this page as often as i can.I hope to share a lot of useful n 'cool' info in this section viz. games, modeling, animation, n cool sites !!!My apologies if i'm not able to do so at times, thats just cause i'm most likely flooded with homework...wohoo, what a surprise that is!!
oh, cool site for the day http://joecartoon.atomfilms.com/pages/home/ (its got some good flash animation and its pretty darn funny)






