Thursday, September 15, 2011

Honorbound and paint studies.








The first seven images from the top are for a client's card game called HonorBound, fun project and and cool ideas to illustrate. :)

The last one was a paint study from a movie still snapshot of the film BladeRunner, one of my favorites. This is Deckard, the lone detective in the rain.

Monday, June 27, 2011

hammerhead is finished!

Here is a final render of the hammerhead model! It's looking good and I'll be starting a new one soon...
here is a screenshot and two angles of a final render. learned a few things about alpha channels and their use in texture rendering. The model has been rendered with normal map, Ambient occlusion, and a light emission texture. In this scene there are 3 light sources, as well as the internal source from the character. At the moment the subsurface scattering wasn't really working for me, so I'll have to explore that another time.
more to come...


Saturday, June 11, 2011

making progress with 3D models

I've just updated Blender 2.5 to the latest 2.57b build, which is huge improvement from the 2.54a build i was using last time, whipping up some shapes has been a breeze. Sometimes I'll start with a cube and begin to extrude parts out of it, adjusting the vertices as I go along. Although for simpler things I'll model them in SketchUP since it can sometimes take less times or certain types of shapes can be better achieved.

So far I've put together the low poly model of my hammerhead character and I've got a magic box with it's tongue sticking out. Finally, there is a cube that I made for the purpose of a trial run with the source engine and I'll see how it works once it's exported/compiled into .smd format. More to follow...





Thursday, June 2, 2011

hammerhead

Here is the start of a new 3D model, Hammerhead. I drew this up as a sketch in my sketchpad and eventually decided to make it the basis for my next model, it's been a while since I did my last one. This one will be much more detailed and hopefully, rendered in Unreal engine or Source engine. :D

Tuesday, May 31, 2011

update, some self-portraits to start off the summer.

I've decided to do a series of self-portraits of various facial expressions, one after another from time to time.
some are goofy, some are serious, etc. I'm enjoying this and throughout each portrait I'm experimenting with different methods of painting and styles. Maybe something unique will come of this? we'll see.


Friday, April 29, 2011

dreams...

Once in a while, I get these strange vivid dreams of otherworldly places. Perhaps it's my mind just running amok when i'm asleep and it presents me whatever it comes up with. I don't know how other people dream and I don't think most people are always eager to share that particular subject. Dreams tend to come in many forms based on our memories and retained knowledge of things. Sometimes you'll have a reoccurring dream of a particular thing, I bet a lot of people have those and they don't really pay much attention to it. I feel like my dreams sometimes mean something...who knows what they could be about specifically, it's totally random. I wake up and think, "huh...what was that about..." and I just go on with my day.

Now I feel like they could be an excellent opportunity for a creative source, possibly for fine art. Although i'm not the first person to decide that, many artist before me have done that with success, such as HR Giger, Salvador Dali, and so on. Maybe even Beksinski did the same, who knows what his objective was...

This painting probably represents my frustrations with art, well...I have my good days and bad days. lol

Monday, April 11, 2011

Monster 3D model

This is a repost, since the original post for this subject must have been lost or so. Anyways, this model was designed in Blender 2.5 beta, texturing in photoshop, sculpting in blender with it's new sculpt tool. Would have used Zbrush, but I found Blender's approach on sculpting to be simpler. The model was skinned with various textures and mappings, such as the standard color and detail texture, ambient occlusion map and normal map.
What you see here is the final rendering, along with screenshots of how I created this creature from the beginning. Enjoy!







new environment sketches...now onto the final pieces.


Perspective is absolutely crucial to the depth and scale of any particular environment illustration. for a while now, I've been studying this and it's been a difficult challenge to grasp a solid understanding of what makes a strong environment scene...The objects within, how they are arranged, the color palette and much more. It must show it's own culture that is believable and consistent. drawn in photoshop, used perspective grids and google SketchUP


Saturday, April 9, 2011

Some stuff i've been doing for a game.

This game is a point and click adventure game that has been in development since last spring qaurter and it really took off during the summer. At first we were going to go with a 3D graphic visual element for the games design. The game was being developed for a client of the NTID school at RIT. I began working with the programmers Eric Kenvin (lead designer/programmer) and Devin Strehle (programmer), who started the project and I inquired if they needed an artist to help create the assets for the games graphics. They agreed and I started helping with the game's art direction and it's been a great learning experience ever since. There was changes here and there, new people came into the project such as Ben Rubin and Jillian Felsburg, Both who primarily helped by drawing the backdrops for the games levels throughout most of the year. I painted in those drawings they handed me and then handed them to the programmers.
The art team expanded (recently added two new member, Alicia Soos and Katie Lawter) and the programming team changed a bit, but Eric and Devin remain a crucial part of the team. Arron Borges joined the team and he's been a great help. I have new people joining the art team to help out with the content creation, since I'm also a full-time student and can't push all that work myself. Although, I do the best that time can allow. The art team has to divide up the work and we adopted a workflow that was very much like how comic book artists approach illustrating each page. draw, ink, color.
Everyone in this team has been great to work with, hopefully we can collaborate again in the future.


Here is a 3D model of Guy Shady, he's a sinister character that tries to persuade the main character into making bad choices for his own end. Devin modeled this character, however I handled the texturing.
A book that is being used as the game menu while in-game, it would have a list of choices, such as save, load, exit, resume, etc. illustrated in photoshop.

The elder, he's one of the character for a later level in the game, character idea was contributed by Kelvin Burnett, one of our artists, I painted in his sketch of this.

A model Sheet I designed for Devin to use as a reference for 3D modelling.

 I painted this character concept for Mrs.Wealthy, a rich lady from the first level who the main character interacts with.


Library view that the character can maneuver about within, Jill drew this up and I painted this in, were going for a comic book style with this game's illustrated world. same goes for the rest of the backgrounds, however, I had some contribution to drawing the tower.




Clock GUI I designed for the game's HUD

Animated version of the Map GUI, it was a fun idea, unfortunately we opted to keep the HUD remaining still. we felt the it would eventually be distracting to the player if all HUD elements were moving constantly.
Animated in Photoshop.

Another character I painted in, sketched by Kelvin Burnett.


Saturday, April 2, 2011

batman...pow!

The other day I felt like doing some batman paintings, it's been a while since i've done super hero stuff and I might do my own renditions of the DC world of characters. I plan on doing another batman piece that is more complete and refined. but for now, here some quick ventures with the dark knight. enjoy!

Saturday, March 5, 2011

monster weekend


This started out while hanging out at a friends house with a few beers and good times. I used adjustment layers for colors in various areas of the image and for base color. cropped it a little. it was a fun sketch.