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karash-amerius

Just Hold On
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I guess I need to seriously take some Photoshop CS5 courses or something, because I just cannot get my latest model with that "coolness" factor.  You know what I am talking about...a great 3D artist (like KaranaK karanak.deviantart.com/ ) does a model in Google Sketchup, then takes it to a completely higher level with suburb polish.  I guess that is real art talent comparative to my hobbyist efforts, but... it leaves me wanting a lot more for my submissions.

So, what is the best way to get into Photoshop for post-production type of work?  Anyone stopping by can see what I have been doing in the meantime...and it really isn't passing the smell test.  Is it just a brush thing?  Should I download a ton of brushes to jump start my development?

Any ideas or techniques would be appreciated!

-K

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Back

1 min read
Well, talk about dust and cobwebs from being a year gone.

First of all, I would like to thank everyone to keeps adding my models to their favorites.  There was a huge list in my inbox, and there is no way I can go through them all...so I just wanted to say thanks here.  I haven't been back in the saddle at all lately, but definately feeling the itch.

I want to really thank marian87.deviantart.com/ Marian87 for taking care of #Star-Dock...wow, what a job he has done, in fact he needs to just run it really.

I have a lot of inspiration to catch up on...looking forward to discovering everyone's new works.

-K

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Collaboration

2 min read
Well, it has been quite awhile since I have posted or even worked on new material.  Of course, I could say its not my fault and that work is kicking my ass (true), but really that is a cop out.  I still make time for computer games, and such...just sort of lost that creative juice for awhile.

Well its finally getting back to fever pitched levels, so I am looking to do a few things:

1.  Finish up some of my numerous projects and half completed models.

2.  Find someone to collaborate with to help me push my designs and skills further along than just on my own.

So hopefully these will be a good 2 months of creativity, even if I have to break down and make a scraps folder to stick things in :)

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I won't bore you if you are not interested, but I just created a new dA group #Star-Dock based solely on Sci-Fi starships.  Head over if your interested in contributing!

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With several "ruined" models under my belt now, I guess it is time to reflect on how to fix a 3D model once you get past a certain point.  Typically, I work with groups in Google SketchUp and try to get the model to a "complete" stage before I start connecting everything together in a more permanent fashion.  Everyone probably learns this after their first ruined adventure when suffering a heartbreak of the "unfixable".  But still to this day, problems arise after I deem a model final, and there is no real way for me to go back and fix it properly.

Sometimes trying to fix a model makes the result even better because you are forced to cover up something significant.  One example of this is my B09 Heavy Fighter.  Originally, the model had wings coming off the engines, but I deleted them and liked how it looked without.  However, there were huge gaping holes on the side of the engines, and I had to create that "bubble" type fender to close them off.  Overall it turned out very well, but it could have easily turned out disastrous with me throwing the model in the trash bin.

Anyone else have stories about fixing their models into something grander, or heartbreak as something just turns out to be unworkable?  What sort of strategies do you guys use to prevent these sorts of roadblocks?

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Featured

Crashing and Burning in 2D (CS5) by karash-amerius, journal

Back by karash-amerius, journal

Collaboration by karash-amerius, journal

New Group! #Star-Dock by karash-amerius, journal

Fixing 3D...or the lack thereof by karash-amerius, journal