Hey I wrote & directed & animated a 17min VR animation short! It's called Perennials and it's premiering at Venice Film Festival next week!
I should probably make like...a good and pretty post about that at some point, but for now I just wanted to share it because I'm really stoked, and in case people have been wondering what I've been up to these past 2 years.
How do you draw basic anatomy parts for your vr work? I've tried to make faces and hands in quill but they always come out either weird looking or way too high poly. How can you make stuff that looks so smooth?
I use Daniel Martin Peixe's method of using big, clean strokes and then kind of bending them into place. It is super tricky to get faces right though, definitely takes some practice!
Hi, love your VR art! I've been experimenting with similar programs, but they always turn out odd and distorted. How are your large forms, like your figures and objects, so clean? Are there any tutorials you'd recommend?
Thanks! Honestly, as with all forms of art, it' all about practice, time, getting used to the tool ect. However, I do have links to some hopefully helpful tutorials/streams for Quill, the tool I work with.
If you're interested in drawing people/faces, the approach I'm using is largely inspired by Daniel Martin Peixe's great stream Creating Faces in Quill.
If you're more interested in drawing landscapes, Mike Khoury's stream on Creating a 3D Scene in Quill is really neat.
If you're new to quill and looking to get a grasp of the basics and all the important tools by doing a little exercise, I actually have a recording of a 20 min quill intro I do every year for a course I'm teaching, but you must promise not to judge it too harshly – it's usually accompanied by an additional in-person introduction.
Also, if I have one piece of advice about VR drawing, it's "come to terms with the fact that your brush strokes are never going to be as steady or precise as you want them to be, and if your program has a tool that lets you bend/adjust strokes, use the hell out of it to compensate for that."