Friday, December 22, 2006
Wednesday, December 13, 2006
Tuesday, November 14, 2006
Here is my next memory sketch for sketchclub. If you haven't gone yet, follow sketchclubutah through the blog links. There are a lot of other people putting up work that is much better than mine. I work with some extremely talented people.
Thursday, November 02, 2006
Hey, with my new job I finally have enough people to get Sketchclub Utah up and running. Here is my first post from our first lunch memory sketch. To see the new site, go to:
There are a lot of talented artists that work with me that will be posting also. Should be great.
Friday, October 13, 2006
Hello everyone. I finally landed my first job in the industry. I will be starting at Sensory Sweep (a video game company) on monday. It has been a long time coming but this is my first break into the business. I am moving tommorow and don't know when I will get internet or anything. But I will try and be back on and posting as soon as possible. I will keep you posted on what happens.
Thursday, October 12, 2006
It's been three months since I posted something new on the Felicity Ulrich blog. I am finally trying to devote time to it again. Page 12 has been posted. Either click on the link in the link section. Or go to http://felicityulrich.blogspot.com
Wednesday, October 04, 2006
I told Marcelo I would try and get a new comic page up by the end of last week (it's been forever since I've posted on my Felicity blog). However, I have been slow about it because I have been busy working on the new characters I need to introduce. A new species (part coyote and part human) and a lead character (Lagoow). My goal is to finalize some of the designs and get a new page up by the end of the week. I will post here also when I get it up. For now here are some teaser heads.
Saturday, September 16, 2006
Hello again. As I said in my last post about figure drawing, the studio's have started up again. I realized that I never post my quick gesture drawings. So, here are some as well as a pseudo finished figure drawing. I know I need more practice to get back into the swing of things. Yet again, any advice is welcome. Figure drawing is one of the things I have worked the hardest at, and seem to have accomplished the least with. So, any tips on how to improve are greatly appreciated.
Tuesday, September 12, 2006
Yaaaay!!! My life drawing groups have started back up again. It's been a few months (as you can tell by my drawing). But after a few weeks of getting back in shape I should start posting my figure drawings regularly again (I will probably still post some of these half-baked ones until then though). I do have a problem I was hoping for advice on. I still keep rendering rather than designing my figures. I am struggling with it. Does anyone have any practices or advice on how to better design the figure, rather than just copy what I see? I have been trying to break from one to the other for a long time now. I have better success sometimes than others, but if you have any advice on this please let me know.
Friday, September 08, 2006
I haven't posted in a while. Thought I would throw something on. Here's a cute little sketch out of my sketchbook to keep you entertained until my next post.
Saturday, August 26, 2006
Here is some sketchbook stuff as promised. I need to post more. (That was originally why I started this). The first image is from some phrase sketches. The first phrase was "wet things". So I drew the dog. The second phrase was "Ugly people". So I drew the botox babe. The next sketchpage is just more rough character explorations, (and more heads). The Felicity Ulrich comic has not died even though I haven't updated in a while. I will return and work on it more. (eventually....). Anyways, here are some sketches.
Friday, August 25, 2006
Sorry I haven't posted in so long. My life has gotten kind of hectic again. I have been busy at the gallery, applying for work, and my evenings have become even more fun because my three month old son now has all of his upper teeth coming in at the same time as well as a few of his bottom teeth. Needless to say I'm being kept busy. I wasn't expecting the teething so soon, or in such quantity. I just hope it goes quickly so he will be happy again. Anyways, here is what I have finished with the Asian Chef. I still need to do the other 5 characters. I also need to scan and post some sketches. That was the original purpose of this blog was to be an online sketchbook. However, it seems to have become a page dedicated to all my work in progress. Since these college kids are coming back the evening life drawing should be starting up again, so I hope to be posting some more life drawing in the next few weeks. Enjoy this character in the meantime though.
Monday, August 07, 2006
I haven't posted in awhile. I was planning on working more on my chibi characters. However a phone call with a prospective employer changed that. Last monday I talked to them and they said that they wanted to see if I had an aptitude for doing construction (for a possible level design position). So I needed to build a 3-D building. I had tuesday, wednesday, and thursday to design and build it from start to finish. I needed to bring it in on Friday. So, here is what I came up with. A library with attached residence for the caretaker. I also wanted to give it an observation deck. Here are a few images of what I ended with. However, if you want to see more, I have 23 images posted in my 3-D portfolio on my website. You can either follow the link or go to www.bawdenstudio.com. It was kind of difficult because I hadn't really done much level design on the computer. I have focused on the character design. I also had work at the Museum which cut back my time some. However, this is the best I could do with the time given, and am pretty happy with what I was able to do in that time. (It took me most of the weekend to recover from the lack of sleep). I have a lot of construction experience and that helped, so though it is small it would be totally functional in real life. (the apartment is actually the same size as some Japanese apartments I've been in). I am still planning on finishing the chibi characters and fixing the female model. However it will be put on hold again for a few days. Real life bills are forcing me to do a few extra jobs right now. I spent friday and saturday painting signs, and am back at the Museum working on display cases today. However, I am still working on them so look forward to it.
Friday, July 28, 2006
Here is the modeled Asian Chef. It took me about 7 hours to model it all and work out the bugs when I turned it into a higher poly count. The low poly count is 1489 tri poly's with 492 of those poly's in the head. It could be reduced to 1000 tri poly's very easily it would just make him a little more blocky. The Smooth version has just under 3500 tri poly's.
I have been working on the uv mapping and texturing. However, I am running into problems that I have never experienced before. So some advice would be helpful. The UV mapping is the same as ever. I had the head mapped out in a half hour to an hour. However I then spent the next few hours working on the stupid texture. Until now I just created a texture and was able to put it on. I would also occasionaly add a bump map to the surface to create variety. What I am trying for now is a very flat, cell shading. Similar to a lot of 3-D cartoons that are coming out now and also similar to a lot of video game characters. Specifically the Gamecube genre where they have to work with less detail. I wanted to try it to see if I could. Anyways, the problem that is coming up is that when I put the texture on, it makes the model look like one of those cheap dollar store ceramic figurines. It doesn't look like the character I was envisioning. I have tried adding slight gradation to the flat color (a.k.a. some slight shading in the ear, and below the eyebrow and nose. etc...) However, then it clashes with the rest. Has anyone ever experienced this dilemma? Cell shading 3-D is new for me and is actually more difficult to do correctly than I expected. I can just shade it, but I want it to actually look good. So, I am going to finish mapping the rest of the UV's, finish doing the best cell shade that I can do, then I will post what I have ended up with. Any feedback before then would be appreciated. However, I will try to get it posted as soon as possible in order to get more direct feedback. Thanks.
Saturday, July 22, 2006
Here is the first of the six Chibi characters I am going to model and texture in Maya. I am still struggling for time with all the museum work I have been doing, but I hope to have it complete by the end of next week and be started on the second one (time permitting). Anyways, here is the Asian Chef.
Thursday, July 20, 2006
Here are some chibi characters. They are extremely rough sketches. I am going to clean them up, do front and side view drawings, and then model and texture them. I have just thought that chibi video game characters are fun, so why not make some. It is a nice way for me to break away from the hyper realistic and really caricature. I will try and update as I go along.
Wednesday, July 19, 2006
Here's a pic of the model with "normal" proportions. And one with "heroic" or comic proportions. It didn't take long to do I just haven't had much time recently. I spent all weekend traveling and going to family functions. I did catch a nice 12 inch rainbow trout over the weekend. Anyways I'm still busy at the gallery this week but I am going to try and get some characters posted.
Tuesday, July 11, 2006
Here it is. All done. I touched up the head too. I wish I had an actual version of maya so I could render a picture at a higher quality. I put a lot of effort into getting the muscles and bones right so they would show properly. Especially in the neck and shoulder. Anyways, here it is.
The Museum/Gallery finally got it's grant money in, and I need to pay the bills. So, I will be working a lot more and won't be posting as often on here. I will still be working on projects, but my time will be significantly reduced for a while. I will be posting more 3-D work, and hopefully working on some storyboards as well as maybe a comic page addition. We will see what happens. Any feedback would be helpful. Thanks.
Friday, July 07, 2006
Here is the next batch. I finished the leg and the foot today, as well as the arm and hand. Now I need to attach the arm and work out the whole shoulder assembly, as well as the rest of the back and neck. Then I will touch up problems in the face and post a finished image. These are still about as high resolution as my puter gets with the learner version of maya (unfortunately). Anyways, any feedback would be appreciated. Thanks.
Thursday, July 06, 2006
Here is an update. I have been working on the female 3-D model today. I still need to finish the bottom of the leg and foot. As well as the arm. Once I complete the arm I will be able to finish the shoulder, clavicle, neck, and shoulderblade assembly. Then I will do some touchups on the head and anywhere else that needs it. I am still hoping to have it done by saturday. If not, I will try to get it done by the first of the week. I put up both a low polycount rotation. As well as the smoothed version. Any feedback or advice is appreciated. Yes I know it's not done yet. But help along the way is nice. Thanks.
Wednesday, July 05, 2006
Well, Rick Schmitz suggested that I do a generic female and male model in maya in order to beef up my video game portfolio. I haven't had much time due to the 4th. However I did a head today as the start to my female model. I thought I would post it with some questions for you guys (and gals) that are currently in the industry. The top rotation is a low polygon count head. The bottom is just smoothed to a higher poly count. I know that the poly count used to be a big issue in the game industry. Something like 500 poly count on a head, and 500 on the body. Is it even an issue still? Especially with the new systems? Or can I do a model that is a really high poly count and not worry about it? I am trying to keep it at a reasonably low count with these, but I did do the quick smooth so that you could see it without the blocky feel. Also, I keep being told that I need to specialize. That I should just do modeling, or texturing, or rigging, etc.... Is that still true, or is there some crossover? A.k.a. I model, texture and rig my own character? How specialized or generic does the work become? I'm just curious so that if it really is a specialization issue, I can focus on one area more than another. Also (last question) do any companies use nurbs, or is it all polygons still? Nurbs look so much nicer with less effort.
I will try to finish this female model this week and do the male model next week. I will post and ask for feedback. I am also working on some more storyboards for my storyboard portfolio. I will try and post some of that for feedback too. Thanks everyone.
Saturday, July 01, 2006
Saturday, June 24, 2006
Saturday, June 17, 2006
I have been seeing a lot of people put up their "Process" posts. Basically showing something in it's various stages of completion. Since I have just finished another page for Felicity, I thought I would put it up. I really enjoy seeing other people do this, so maybe you will enjoy it to. It is always nice to see at exactly what point a project went wrong:). Anyways, I start with my script and decide what needs to happen. What the main points are that I need to get across. I then sketch and thumbnail until I have my ideas in order. Then I get a final thumbnail. I go from that to a larger rough. That let's me work out the ideas from my thumbnail a little more clearly and change and add detail as I need to. From there I move to doing my pencils. I finish sorting through my ideas and concrete the image. I then ink. And in this case add color and text. That's my process. Instructions to the felicity Ulrich comic blog are on the post below. Enjoy.
Tuesday, June 13, 2006
Friday, June 09, 2006
Got page 8 up. It is in an unfinished state. It is the second version of a three version process. However, it is all I was able to do this week. If you haven't been to see the comic yet, either follow the link in the link section, or go to http://felicityulrich.blogspot.com.
Saturday, June 03, 2006
Sunday, May 28, 2006
Well, fatherhood is upon me. I have gone with only a couple of hours of sleep before while I have been working on projects, but it seems like even with the same sleep loss I am more tired right now. I decided to do this quick cartoon while I was at the in-laws (cause I couldn't do much else). The most annoying thing since becoming a dad is that while I am changing his diapers (I have changed almost all of them) every time I get one diaper off and clean him up he apparently decides that it is time to go again. Even if I wait a second and let him go with the diaper loose he seems to hold something until he knows that there is nothing impeding his distance. And let me tell you about the distance. It is hard to find someplace that he won't cover. Anyways, I understand that this is a common occurence in Fatherhood so I thought I would capture the life with a small cartoon. It isn't the most well rendered, but I think it captures the moment.
Monday, May 22, 2006
Hello everyone. I'm a dad. My son Elmo Timothy Bawden was born yesterday. He was 6 pounds and 15 ounces. 18 inches long. The only reason that I am able to put up this post is I am home briefly to pick up clothing and supplies. We will be with in-laws the rest of the week after we finally leave the hospital. So, I may not post until next week. Anyways, I'm extatic. I don't know how much drawing I will get done over the next few days. I spent the last few in the hospital and standing next to my wife. Then I spent all last night and this morning changing diapers and running around to doctors with my son. I don't even know if I'm going to get much sleep the next few days. Hopefully by next week I will be back to normal drawing and projects. But I am taking this week off to take care of my wife and son. YAAAAAYYYY!!!!!!!
Friday, May 19, 2006
Saturday, May 13, 2006
I am still trying to get the hang of inking things. Last night while I was watching the E3 coverage this little doodle turned out. I drew it and inked it. For some reason when I don't give a darn about the sketch it turns out better. When I am focusing on inking the lines get shaky and stuttered. They also all end up to thick or too thin. Anyways. This actually ended up with smooth ink lines. Maybe I should just ink the way I sketch so that my lines are more expressive. Cause what I end up doing looks forced and bad. This face isn't anything special, except to show that I am starting to get a small inkling and insight into how to ink. Still got a long way to go. But here's a start. Still haven't gotten any advice about inking. Any would be appreciated.