Showing posts with label Drawing and Painting. Show all posts
Showing posts with label Drawing and Painting. Show all posts

Tuesday, September 9, 2014

ZX-TREM 21 Mech Design

Just finished up the latest Demo for Visual Design. This time around students were taught how to construct a Mech character using pre-visualization tactics, interconnecting forms to construct a mech and hard surface rendering techniques. 


The assignment was an excellent next step in showing students how the rules of perspective could be used to create complex formations using primitive shapes as a foundation.

Admittingly I was a little nervous going into this one – The ZX-TREM 21 battle Mech is my first real shot at the genre. Pleased to say in the end, it all came together. In fact, I wouldn’t mind smashing out a few more of these mecha beasties in the not too distant future.



Here’s a quick description of the design – The ZX-TREM 21 was designed as a battle Mech which would be controlled by cyborg soldiers during battle. This particular Unit has been reprogrammed by a half cyborg, half human super solider experiment named AL to aid in her escape from the NEXZ Complex. The ZX-TREM 21 arsenal consists of High Powered Propelled Laser Cannons capable of instant incineration. It's weaponry, and the Mech itself is powered by a heavily armored Fusion Core.

Enjoy
-Clayton

http://www.claytonbartonartist.com/

Wednesday, August 13, 2014

Gorgrilla Creater Concept Design

Remember those Gorgrilla sketches I posted up a few weeks ago?

Well, I decided to polish one of the critters up into a full blown creature concept as a demo for my Visual Design class.

Now he may not win any beauty pageants, but he’s a more then welcome addition to the creepy creature kingdom that’s for sure.

For those wondering, 5 and a half hours of tender love and care went into this beast.

Enjoy
-Clayton

http://www.claytonbartonartist.com/

Thursday, July 17, 2014

Character Design Demo - Gorgrilla Creature Sketches

If you're curious about the creation of these gorgeous Gorgrilla's, here's a sped up review demonstration that'll take you through the entire process from start to finish.

In realtime these critters took 03:12 hours.



Wednesday, July 16, 2014

Gorgrilla Prototype

The semester has only just begun and we're already taking on the beastly topic of Creature Design. This first demo focused on teaching students how to conjure up interesting and unique ideas by describing various attributes about their creature inside a Word document. This allowed for the cultivation of a visual interpretation that would give them a place to start working from. The design itself was then prototyped down onto the canvas through a combination of silhouettes and sketching.


For the demo I came up with this ghastly abomination - The Gorgrilla. Amoung his many merits, this guy is able to vomit acidic slime from his mouth as a defense mechanism. This slime is toxic even from a distance due to the potent fumes it unleashes. The Gorgrilla also has a venomous bite it uses to paralyze it’s victims. Once infected, the bacteria in the venom floods throughout the hosts body, and later turns it into a zombified carrier of the Gorgillas offspring. The Gorgrilla is also extremely aggressive in nature making it an excellent weapon of war."

Over the next few weeks we'll be taking these creature drafts and developing them into finely polished creature concepts.

Monday, May 5, 2014

Character Design Demo - Post Apocolyptic Mutant

This is a recording of the Apocalyptic Mutant Character Concept. The video is sped up from about 2 hours down to about 15 min, and demonstrates the entire work flow from start to finish.

Check it out and enjoy the video. 


Post Apocalyptic Mutant Character Concept

Another glorious inhabitant from the post-apocalyptic, war ravaged Earth theme.

The catastrophic, intergalactic weaponry used by the alien invaders during the war created a fallout of pollution and toxins that caused severe genetic anomalies throughout humanity in the years to come.

The character concept you see in front of you describes one of the beasts left lurking around after the invasion.

This guy was demoed during class in about two hours.


Thursday, May 1, 2014

Character Design Demo - Post Apocolyptic Gaurd

Here's a 10 minute recording of the Post Apocolyptic Guard Concept I demo'd earlier this week. It's sped up of course, from just under 1:30hrs and takes you through the entire process from start to finish.

Check it out and if you enjoy the video, be sure to like and share the love.



Monday, April 28, 2014

Post Apocolyptic Gaurd Concept Art

This semester we're focusing on designing character and environment concepts for a post apocalyptic world. Planet Earth has been ravaged by a war between two planets, the remaining survivors taking refuge in the scattered ruins across the globe.

Today's class demo is of a guard  keeping watch outside one of these hideouts, in charge of warning the rest of the clan against threatening intruders.


 - Clayton Barton

Monday, February 10, 2014

This One's a Beauty

Hi,

it’s Clayton here, bearing a gift for you in the form of a brand new drawing tutorial. How to Draw Female Heads - Picture Perfect Portraits, is fresh, hot and just published. It’s there for the taking, so hit the link below and check it out!

http://www.howtodrawcomics.net/#!how-to-draw-heads-chapter-3-0/c8ty


This one kinda had me biting off a little more than I could chew.

It’s becoming a problem too. Not just because of my high caffeine levels and off the chart sleeping patterns either. You see fellow artisans; I seem to have a problem one upping every new tutorial that’s published!

If they get any longer this site is going to end up more like the How to Draw Comic’s Encyclopaedia… Wait a second… That would be awesome!

In any case, one can never do with too much information so I’ve done my best to pack as much into this tutorial as possible.

I’ve received a load of feedback from you guys on how I can make these walk-throughs the best they can be. Thank you! Since the main benefactor of these tutorials is YOU, your feedback is highly valuable.

A majority of the suggestions focused on two things; a more in depth look at drawing hair and the process behind detailing (rendering and lighting).

You will be pleased to know, I’ve heard your cries for help.

Although these topics will ultimately be expanded into individual tutorials, I’ve made a point of explaining them on an even deeper level in the new How to Draw Female Heads - Picture Perfect Portraits tutorial… And I don’t think you’ll be disappointed.

So what is this exciting new addition to How to Draw Comics .NET all bout anyway?  Well as you’ve probably already guessed this time around you’ll learn how to draw the head of a female comic book character.

Funnily enough, the basic construction is all very similar to the How to Draw Male Heads - Picture Perfect Portraits so at least that part will be easy peasy for you guys.

BUT, the purpose of this tutorial is not to teach you what you already know…

You see as an artist, you very quickly realize that drawing women is kind of A LOT MORE DIFFICULT then drawing men.
Here’s why…

Men have bone structures and facial muscles that are more pronounced then women. This allows us to use distinctive lines with stronger shadows to describe the prominent, sharper features of the male head in order to achieve that masculine resemblance. In short we’ve got more building blocks to play with.

When it comes to women though, it’s not so easy! There are less bread crumbs laid to help us out along the way. Their faces are smoother, softer, and subtler.  This gives us fewer lines to use, less obvious forms to draw, and ultimately results in a considerably constrained approach to drawing. 

Lucky for you guys, ‘How to Draw Female Heads - Picture Perfect Portraits’ has been specifically designed not only to address these issues and how to deal with them, but it will also explain ‘why’ the physical differences between men and women exist.

If you let me take you by the hand and follow my lead, I’ll have you drawing your own super, sexy, powerful heroines in no time!

Here’s a list of gems you can expect to glean from How to Draw Female Heads - Picture Perfect Portraits

  • Learn the illusive elements that define womanly beautyDiscover what to draw, and WHAT NOT TO DRAW to create a youthful, feminine appearance for your comic book heroines. 
  • How to draw, style, and render hair using the ‘BANG’ method.
  • Find out ‘why’ less is MORE when it comes to detailing women. 
  • Learn to draw alluring eyes, lips and other facial features that exude femininity.   
  • Take an in depth look into the process behind lighting and rendering.

Lastly, I’d like to personally thank everyone who entered the How to Draw Male Heads - Picture Perfect Portraits competition. You all did brilliantly, and being able to physically see the results you ended up with by following these tutorials is incredibly rewarding, not just for you but for me aswell.
The winners have been announced and you can check out their entries over at the new Winners gallery. http://www.howtodrawcomics.net/#!how-to-draw-contest-winners/c1d0o

If you missed the comp last time around you’ll be pleased to know that another one has just been launched for the new How to Draw Female Heads - Picture Perfect Portraits tutorial. For more information be sure to hit the link below.

http://www.howtodrawcomics.net/#!how-to-draw-comics-competition/c3tw

As always, it’s your feedback and suggestions that help make How to Draw Comics .NET the best possible drawing resource out there. So if you’ve got any suggestions, constructive crit, or input for the site, you’re more than welcome to e-mail me at claytonbarton@howtodrawcomics.net . Of course, if you’d just like some good old fashioned one on one help with your drawing, I’d also love to hear from you.

Until next time Comic Artisans,

Keep learning, keep drawing, and keep the dream ALIVE,
-Clayton

Wednesday, December 18, 2013

Wolverine Gestures

Hello boys and girls.

Well it's just hit the crack of dawn over here in Australia and I'm off to get some much needed shut eye. Can't say I'm looking forward to the 40 degree forecast they've predicted for today. May have to crank the air-con if there is any hope in hell of productivity taking place.

Before I turn in though I'm going to quickly throw up these Wolverine gestures. Hard to look at I know...

But I have high hopes that these little gems are going to help me out greatly with the 30 plus villains I need to smash out in the next two or three months. After a bought of inking and coloring, the drawing side of the coin tends to get a little rusty.

-Clayton

Wolverine Gestures
http://www.claytonbartonartist.com/

Tuesday, October 8, 2013

Society 6

Hello everyone. How are you all?

Recently, I put uploaded some work onto Society 6. If you haven’t already heard about this cool site, here’s the rundown – basically it’s an online store with everything from T-Shirts and Hoodies, to IPhone and Ipad cases, plus more. The unique perk this site has to offer is that all these products are available in a limitless assortment of unique art works and prints, created by artists just like myself, which you can choose from.

So be sure to have a peek through my gallery and the rest of the site, you might even find something that captures your attention. I’m offering up a promotion for a short time that’ll give you free shipping when you order a flashy new product with my work printed all over it.
Enjoy!

http://society6.com/claytonbarton?promo=af5955


http://www.claytonbartonartist.com/

Thursday, April 18, 2013

Interview With Moni Jay 2013


I was recently given the opportunity to have my first interview this week, conducted by aspiring journalist and writer Moni Jay. And here it is. Enjoy.
               

Interview with Freelance Concept Artist, Clayton Barton


1.      How did you get started as a concept artist? Share a little bit about yourself?

Concept art was something I fell into because I liked to draw. I figured if I want to draw and I want to paint I could get into illustration for books and games. Originally I wanted to do art for comic books, but the demand for artists in the comic industry has declined in the last few years, so instead I worked hard on improving my skills and concentrated on my own artwork.


2.      What are the challenges that an artist would normally face when starting a freelance career, and how did you overcome them?

When starting out, there are a lot of freelance artists who may become discouraged, generally because they don’t know what to expect. A lot of freelance artists will often do work for companies literally for nothing for the opportunity of getting their name and artwork out there. But after a while you’ll say to yourself, ‘hey I should be getting paid for the effort I put into this project, even if the project is never released.’ So eventually I started writing my own contracts, which is something a lot of professional freelance artists do.


3.      There is a lot of advice on concept art forums about what a successful portfolio looks like. What would be an ideal portfolio if you were in a position to review someone else’s work?

Your portfolio shows off your skill and shows that you can work with a variety of styles. A client may ask for something more stylized or they may want something more simplified, or maybe even something more realistic depending on the project. The artist has to be prepared for anything, especially a freelance artist because they have to get work wherever they can and on many different projects in different industries.


4.      The life of an aspiring artist is a relentless learning process. Artists inspire each other all the time on online communities such as Deviant Art and concept.org. Outside of online sites, where else would a young artist be looking for inspiration?

There are a lot of art courses and tutors that can teach and inspire young artists. But my best suggestion would be Gaming conventions, or any kind of art convention, whether its Comicon or BlizzCon, and there are often open seminars that are held where an aspiring artist can learn and be inspired by other artists. Conventions are a good source of information and networking in the industry.


5.      Now with huge blockbuster games in production what is the competition like in the concept art industry at the moment?

There is always competition in any industry. There are big-name artists out there with excellent skill who constantly get work. If your new to industry it can sometimes be hard for you to break through, but at the same time there are smaller companies who provide opportunities for young freelance artists.


6.      The concept art industry is forever changing. How important is the concept artist’s role in the future?

A concept artist’s artwork often determines the overall design and look of a game, a movie or a character. They can determine the environment, and how the characters look in that environment. As the artist you are creating an entire world from your imagination.


7.      How would you see 3D art evolving in the next five to ten years?

Artists will always be needed in the industry, but that doesn’t mean the methods and the tools in which they use won’t change. Programs like ZBrush, 3DSMax and other programs that produce digital media provide new methods of design, and are becoming more popular and more effective in the industry.


8.      You have been a freelance concept artist for a few years now. What was it that made you decide to be a teacher, and how would you manage both.

What I like about teaching is I see how my knowledge can help other people. When I acquired a certain skill, naturally I wanted to share my knowledge with aspiring artists, so when I was offered the opportunity I immediately took it. They work hand-in-hand and I will often draw and paint in my classes and students would learn from the outcome of the artwork, so it was easy for me to balance art and tutoring.


9.      On November 13, 2012, THQ reported that they had defaulted on a $50 million loan from Wells Fargo. One month after the company filed for chapter 11 bankruptcy, all THQ's properties were auctioned off individually. It was estimated that over 1.09 thousand employees subsequently lost their jobs. How hard will it be now for artists to get a job when up against so many professionals all vying for work in the same industry?

Many employees would have possibly gone into teaching and tutoring, some may have acquired work in other companies. An optimistic way of looking at that situation is a large company can break down into many smaller companies, and this actually provides more jobs and opportunities for artists wanting to get experience in the industry.


10.  After working on projects such as the iphone game ‘Speed Blazers’ and a full 3-D simulation game for Occupational Health and Safety in the workplace, what does the future hold for you?

After working on various projects, I would see them all as a beginning of something larger. I look at all projects as a learning experience to prepare me for the future. The Occupational Health and Safety game was one of the first projects I worked on with a team of other artists. I met challenges I had to overcome, such as working to a schedule and working in a team environment. Speed Blazers was the first iphone game I worked on, and during its development I felt I was a part of the company and that company’s future.


11.  If you had to go back in time and tell the young Clayton Barton two important things, when he was first getting started, what would they be?

Don’t be a hermit. Remember the other important things in life like friends and relationships. You can hide away in a basement drawing and painting all day, and have no life outside your work, but networking and communication is important. An artist’s inspiration is acquired by seeing the world.


12.  If you had a message to share with other talented artists, what would it be?

Be dedicated to yourself and your work, especially if you’re an aspiring artist. The more time and effort you put into developing your skill the better you’ll get, and the better you are the more you’ll want to do it.



Thank you very much Clayton for your time, and now I ask at the end of our interview where can people go to find out more about your work?

My email is, claytonbarton.art@hotmail.com and blog is, claytonbartonartBlogspot.com.au.

http://www.claytonbartonartist.com/






Saturday, December 1, 2012

Space Marines

Made up these new concepts for the Luna marines I’m going to use in my next 3D scene. Someone needs to fruitlessly fight off the hideous Muntkey I posted a few months back. I’m thinking I’ll go the third one; it does after all seem to be the choice of the people.


Space Marines
I noticed my motivation and drive recently slipping away as the all too tempting yet subtle procrastination began to take up more and more precious hours of would be productivity. I just didn’t feel like doing any art work. Ah yes, this battle is known to many creative souls, the battle to keep up the energy and motivation to constantly create, a battle that must be won if one hopes to keep a job in that which he loves most. But it’s always so hard to push yourself when you just aren’t in the mood to do something.

Here’s what I discovered though. Is that, if one does bite the bullet and really sit down and just push themselves to do the work or practice they know they need to do, that drive and motivation slowly starts to regenerate, at least in my experience. It’s odd, and it kinda sucks because in a way you need the right kind of motivation in the first place in order to express your creativity, but I do have a theory. I think, at the end of the day, as people, we want to conserve energy. We want to be lazy in other words, doing only the things that need to be done and not the things that should be done. Ideally, that’s the way we work, at least biologically. But, the brain can be tricked into overcoming this. How? Well by sitting down and literally forcing yourself to do something, after a while your brain will stop resisting and actually want to do it. Your brain will stop resisting because it wants to take the easy way out, it wants to be lazy and just go with the flow, so it’ll do as it’s told after a while. The brain says to itself, “hey, this guy keeps on drawing despite thinking he doesn’t want to… He actually does want to, and he’s being stubborn, so I’ll accommodate that and stop resisting, cause that’s the easier alternative.”

Okay. It’s a bit of a crazy way of looking at it, but it seems to work for me and maybe for you (if you too happen to be going through a dry patch). Once I jump in the deep end and just get into it, sure I’m not gonna suddenly change my mind over half hour or even an hour, give me a night though, or a couple of days and I’ll be right in the zone again. Our brain, basically loves to do what it does most. So if you haven’t drawn or whatever in a while, you’re not gonna feel like it until you do (or that sudden burst of inspiration you’ve been waiting months for eventually rocks up).

Enough ranting. And onto some awesome news! Getting a new PC 4 times more powerful then the PC I have now, meaning 4 times the resolution and 4 times the polygons! A much needed upgrade that has been on the agenda for a while now. This also means more video tutorials aswell, especially over the Summer break. So keep a look out for those.
Until next time.

http://www.claytonbartonartist.com/