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About Digital Art / Student Member Jamie Stubbs21/Male/United Kingdom Recent Activity
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Repetitive Strain Injuries are not fun...

Journal Entry: Fri May 25, 2012, 8:45 PM


Hmm well after a few years of using computers for long periods of time, especially in the first year of Uni. Has caused serious damage to my neck which is really frustrating... Im brought to a stand still once more doing any work as i have to get loads of physio to put my neck right again -.-

Skin by ~Shinji-bpm
  • Mood: Frustrated
  • Listening to: MUSE!! and various other bands..
  • Reading: Game of Thrones
  • Watching: Trashy crap that my girlfriend likes to watch -.-
  • Playing: Skyyyyyriiiiiiim!!!
  • Eating: Rolo yoghurt
  • Drinking: Budweiser

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Reponic's Profile Picture
~Reponic
Jamie Stubbs
Artist | Student | Digital Art
United Kingdom
Current Residence: Cardiff, Wales
Favourite genre of music: Metal/Hardcore Rock
Favourite style of art: Modern/futuristic and Surrealism
MP3 player of choice: Ipod touch
Favourite cartoon character: Ed Edd and Eddy
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:iconcharlotte-skegg:
Mood: Love *Charlotte-Skegg May 26, 2012  Hobbyist Photographer
Thank you for the watch Douchie :P
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:iconpix-man:
thx for the fav :)

Your gallery is very cool :D
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:iconreponic:
~Reponic May 14, 2012  Student Digital Artist
thanks =)
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:icongafana:
~gafana May 13, 2012  Professional Digital Artist
Thanks for :+fav:
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:iconreponic:
~Reponic May 13, 2012  Student Digital Artist
your welcome =)
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:iconhaagndaaz:
~HaagNDaaz May 11, 2012  Professional Digital Artist
hey you are doing really well and have made a lot of progress in 3D, but a few pointers to make your art even more believable. Firstly, for your characters keep the poly count down and really work to make every poly have a use rather than just hitting subdivide over and over, having a solid and efficient mesh is of great importance for both film and games. Having simpler geometry will also mean that your work is easier to UV unwrap, texture, rig, and render. If you are going to subdivide you character, pay close attention to hard edges and make sure to either crease them or add in edge loops so they stay sharp and not round out, the contrast between the two will make your work look much better, especially with armor pieces and such. Lastly, take extra care to get your base lower poly version of the mesh solid and proportional before moving on to either sculpting or subdividing, especially with hands, get the basics right and everything else becomes much easier.

You have solid art skills, but dont forget about the technical stuff. I look forward to seeing more of your work! Keep being awesome.
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:iconreponic:
~Reponic May 13, 2012  Student Digital Artist
thanks for the advice, i swear I replied to you on my phone but guess not =D Yeah I know the poly count was really high, it's because I had short time to model everything. So I modelled it fast in low poly then exported the pieces out into roadkill to unwrap the UV's and then textured it. I used I guess the equivalent of turbo smoothing? in 3ds max (convert mesh preview to polygons) its called in maya and then just constrained the armour pieces to the rigged body underneath :P Im working on some other things in my own time now so im gunna try and make some lower poly models over the summer =)
Thanks for your feedback though =)
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:iconhaagndaaz:
~HaagNDaaz May 14, 2012  Professional Digital Artist
it is my pleasure :)
and don't hesitate with any questions you have, I enjoy sharing my knowledge!
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:iconreponic:
~Reponic May 14, 2012  Student Digital Artist
cheers and thanks for the watch =)
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