![]() In some projects I used more realistic hair, which is done with hair particles, but generated from geometry using HairNet. Hair is usually done with curves, with another curve used for profile. Complex forms are done using digital sculpts technique (like the body of a character), but details like clothes and assets are usually done using hard-surface modeling, with some details sculpted using the Multires modifier. Polishing is joining all separated parts together and adding more details. When doing portraits, the nose and ears are usually separated objects also. ![]() Every segment (torzo, hips, arms, forearms, hands, fingers, thighs, calves, feet) is a separated object. I usually block digital characters using cubes with a Multires modifier. It’s like the foundation of the house, it just had to be done right. If I’m doing characters based on existing illustration, I usually can do a jump start on the next phase.īlocking is the most important phase of work for me. Original illustration from Emily Elizabeth (Instagram: preproduction I am trying to plan out as much as possible. Of course I’m also inspired by amazing Blender artists: Sebastian Cavazzoli, Julien Kaspar, Danny Mac, Alex Trevino, Emilio Joze Domingues Calvo, Nazar Noschenko… Phases of Igor workflow And there are so many great 3d artist to be inspired with, my favourites are: 3D graphics have a different syntax and grammar, it’s a translation into a different language, as a difference between using Google Translate compared with a great human translator. Bre Gotham, Emily Elizabeth, Lois van Baarle, Bob Zivkovic, me, making 3d digital sculptures from 2d illustration is not just copping contours, shapes and colors.Basically, it looks like I didn’t choose my topic, somehow the topic chose me. I cannot really explain it, but sometimes I’m mesmerized with some illustrations and can see how it will be amazing as 3d characters. Some projects are done on my own design, but I usually do fanart based on illustrations found on Instagram. Everything is done only with Blender and mostly rendered with EEVEE. Personal projectsĪll these projects are done as my personal projects, in my free time. I knew it was going to be hard to be good enough for nowadays standards in digital arts, but I believed I could do it if I focus my efforts. In 2019, I finally made the decision to focus more on stylized digital characters. ![]() I realize that I don’t need to be good at many things, I should be great at one. ![]() I felt as Bilbo in The Fellowship of the Rings: “I feel thin, sort of stretched, like butter scraped over too much bread.” I worked so hard and still not getting anywhere. In the last 20 years I did a couple hundreds of all kinds of commercial projects: book illustrations, graphic design, prepress, animation for commercials, web design, video games. So I started to use Ubuntu, Krita, Inkscape, Blender and fell in love with the philosophy behind Free & Open Source software (free as in free speech, not as in free beer). It wasn’t great, but it got the job done and I really loved how stable and reliable it was. When I started with commercial works, I wanted to save some money and go for free alternatives. I used almost every 3d software for personal and non commercial works: 3ds Max, Maya, ZBrush, SoftImage. But it’s interesting that I’m best known as a Blender addict who does digital characters. ![]() My name is Igor Kekeljevic Keki and I’m an assistant professor at the Engineering Animation Studies, at the Faculty of Technical Sciences in Serbia, where I’m teaching future engineers of computer graphics how to use 3ds Max, After Effects, Photoshop, ZBrush and other commercial tools. ![]()
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