Saturday, March 23, 2013

SRQ Herald Tribune

Eric DeBarros, Van Jazmin and I appeared in the March 18th, 2013 edition Business Weekly in Sarasota. Our respective art was featured on the front cover of the print edition, as well as photos of Van and myself inside the article. The article, by Justine Griffin, discussed many of the aspects of Florida's Creativity Conversations, for which Van, Eric and I have been the primary artists - aka visual facilitators.

The print edition local to SRQ featured excellent photos of Van and I creating artwork at the Westfield Mall session, and also featured my art on the cover. At the link below, Eric and Van's art are featured for the web version. It is an interesting article.


SRQ Herald Tribune > Business Weekly Article

Friday, March 15, 2013

Red Falcon


Here is a bit of fan art from the "vault". Photoshop. Red Falcon rears some of its ugly heads! Hopefully the commando has the Spreader. Contra is property of Konami, one of my all-time favorite game developers.

I have often reflected on the obvious influence H.R. Giger's artwork had on the game artists who developed Contra back in the 80's. Obvious examples are chubby babies with gas masks lodged in walls and platforms in certain levels, and the close resemblance to xenomorphs and face-hugger egg sacs.

It is interesting to look at what artists and mediums influenced my own influences (who our influences were influenced by). This is not an Abbott and Costello skit. Those artists styles which influenced my influences often align very much with my own taste, and discovering them leads to further inspiration and realizations.

Spock




One recent evening, I decided to unwind and attempt replicating Spock (Leonard Nimoy) in Zbrush. This a 3-D mesh created in Zbrush. Around 700,000 vertexes. I created this from a sphere primitive using mostly the Move, Standard, Damien Standard and Clay Buildup brushes. One session, a work in progress, the focus of the working session was to portray a decent likeness as the basis for further fine tuning. Therefore I focused on the face mostly, and the ear, hair and neck are quickly "roughed in" to delineate basic dimensions with very fast preliminary texture. "Fascinating!"