In this post:
- This was just not my week.
Since I stopped paying attention to sheets (and noticed I hadn't updated this in a while, so I went back and at least made it not wrong), I have drawn:
- A bunch of freehanded circles on December 6. I managed my time poorly, so I was too tired for proper practice. I seem to have mistreated the pen I was using enough that now the other one in the same size seems better. I guess I'll end up ping-ponging between these pens.
- I did more ghosting on December 7. Because I've got experience now with the perspective exercises, I decided to make the exercise a little more elaborate: given a start point, an end point, and two other points such that the line through them intersects with the line segment through the start and end points, draw only the straight line between the start point and the intersection point. It's quicker to do than it is to deal with that explanation.
- I packed up my art supplies for an out-of-town trip, then forgot to actually take them out the door with me, on December 8. Whoops. I'm going to track down references for later.
- I got back on December 9, wiped out, and resolved to catch up for the weekend on Monday.
- I freehanded a bunch of circles on December 10. I think I should make some templates to print out for the exercises that have a bunch of setup, since I don't see drawing the grid as part of the exercise, and I end up putting it off because I don't like it.
- I did a little bit of organic forms on December 11. Apparently, even though convoluted shapes are fun, I've only really got the hang of portraying depth with relatively simple shapes. I made some templates also, like I said, but I have yet to get them to print cleanly, so they're not usable.
- I got a template printed and did some circle and ellipse drawing on December 12. Then I started sketching UI stuff for tic-tac-toe. Having to actually think about how game objects get put in front of the player is something I haven't really done, having mostly fallen back on text-based layout. Sketching this stuff out is a good way to see the depth in creating a game that doesn't come from elaborate rule systems or fancy algorithms and data structures, which is where I'm drawn to if I'm not careful.
Next week, the entry will hopefully be a bit better.