Sunday, July 26, 2020

Futuristic Crate 1

A Scifi Crate, the bread and butter of Film and Videogame design.


Friday, July 24, 2020

New interview with Digital Art Live Issue 50

Big thanks to Online Magazine Digital Art Live who have posted a new interview with me discussing recent and future projects. It can be viewed here (Page 74): https://issuu.com/tosk/docs/digital_art_live_issue_50_20200706


Tuesday, July 21, 2020

Soulburn 3D Education Page Updated July 21st 2020

Here's a video tutorial discussing what is "Chromatic Aberration", different methods of adding it to your pieces of concept art, and a plea for going subtle. 

http://www.neilblevins.com/cg_education/chromatic_aberration/chromatic_aberration.htm

Saturday, July 18, 2020

Disintegration Art Drop #5

5th and final art dump post for V1 Interactive's "Disintegration".

1) and 2) The Old Meg was a giant prewar hovership that crashed into a mountain and became the primary base for the outlaws. After creating the ship, next was exploring what it would look like integrated into the mountain. Land slides, morning mist, and of course some tiny birds for scale smiley Also included the original rough painting, to show the progression.

3) - 6) A bunch of props for the "Integrated", the bad guys in the game. The goal was to take their aesthetic, which consisted mostly of fins and flat panels, and combining them with props like antennas, roadblocks, reactors, comms centers, etc. The goal was to be able to tell from a distance they were integrated based on the silhouette. These were all quick 3d sketches with a toon shader, I felt kitbashing these type of more abstract props was faster in 3d then 2d drawings.

7) and 8) Probably my favorite painting of the project. Ever since I watched 1984's "V" as a kid, I've loved the visual of the giant flying saucer hovering over the earth, and it was awesome that this project gave me the chance to do one. Included two version, one with more contrasty light, and one in stormier conditions.

9) Key Frame showing a pivotal part of the game's narrative. Electrical disturbances cause the anti-gravity on the big ships to malfunction, and large chunks of rock and other ground debris would rise and fall chaotically. This painting was to show what that might look like.

10) and 11) Some bad guy destruction. Included is the final painting, a rough painting, and a bunch of thumbnails I did to help figure out the best moment and composition for the final painting.












Saturday, July 11, 2020

Disintegration Art Drop #4

More work from V1 Interactive's "Disintegration".

1) and 2) A bunch of thumbnails of pre-war military vehicles. Each row was a different vehicle type, a tank, a truck and an ATV, and each column was a different style.

3) Another outlaw base painting. Was given a greybox render from V1, and I painted / photobashed / modeled overtop all the details

4) Style guide for the outlaw base in Iceland. Military + near futurism. Showing off the silhouettes, details and other things that made the building language unique

5) Tasked with creating and adjusting a number of Outlaw gunships. The first image are silhouette thumbnails for a brand new gunship

6) Art Director Marcus Lehto liked the negative space on the first ship and so the second image is doing variations on that theme.

7) Then I was handed a render of another ship and asked to flesh out the details on the cockpit, gun and wing.

8) various options for the cockpit and weapon.

9) details of the final two contenders for the cockpit.

10) and 11) The Old Meg was a giant prewar hovership that crashed into a mountain and was an outlaw base. Some silhouette thumbnails

12) the final silhouette for the ship.

13) a rough 3d mockup of the ship, which underwent a few more silhouette tweaks.

14) and 15) A drawing of the details on the ship from the top and side view, drawn in photoshop over top the rough 3d model.

16) and 17) a front 3/4 view.

18) and 19) back 3/4

20) and 21) bottom view

22) And finally an inside view showing the bridge details.






















Friday, July 3, 2020

Disintegration Art Drop #3

More work from V1 Interactive's "Disintegration".

1) More design exploration for the city. This one focused on the streets, showing how plazas, stairs, monorails, etc could add a lot of vertical elements.

2) Also continuing the explore just how overgrown and damaged did we want to make the city.

3) Final image is an example of the simple 3d geometry I'd make to paint over anywhere that I wasn't provided a greybox setup.

4) and 5) A bunch of city props. Again, near future city, so the props needed to be near future as well. The 1st and second images are general human sized props.

6) and 7) For these I learned one of my first important videogame concept rules: if you're making a first person shooter, you need stuff to hide behind. That's why there's so many crates and barrels designed for videogames smiley In this case, since you had a whole gravcycle to hide, we needed larger props for you to duck behind. Stuff like fountains, monuments, statues, kiosks.

8) A monorail system that breaks apart into smaller pods for last mile transportation. This would be wreckage in the city.

9) A first test of city wreckage.

10) These were a bunch of futuristic logos I made for buildings in the city.

11) A mood piece of the integrated seeking out our heroes in a small ruined town.












Saturday, June 27, 2020

Disintegration Art Drop #2

More work from V1 Interactive's "Disintegration".

1) The first 4 images are city design. The first image are a number of designs for buildings. The key was these needed to feel like "near future", so they needed to walk a careful line, modern day with a touch of future, without going full Syd Mead. Next are some store fronts in the city, these needed special attention since the gravcycle was going to spend most of its time near the ground, not way up high by the tops of the buildings. Then a few explorations how the storefronts would be integrated into the buildings. And finally, while I'm no videogame designer, as a concept artist I was constantly trying to create buildings that allowed the player to be tactical, areas the player could hide behind, hide in, ledges to hover over, basically ways to traverse the city that were more interesting then just walking / floating down the street. A good concept designer must always think about the player experience, and of course listen to the needs of the game designer, as they are the expert in that area.

2)  This is a dusk shot of what the deserted city might look like. Painted over top a greybox scene, the main design challenge was how much should light should come from man made sources (after your team managed to hook the power grid up to the city) vs the sky. You needed to be able to see for the mission, but it also needed to feel like dusk / night.

3) A wide shot of the city, this was a paint over on a greybox model, neutral lighting. There was a lot of back and forth on how ruined the buildings should be, should it be really beat up because of decay and the battles that happened there decades ago? Should it be abandoned but still mostly intact? How much plant growth should there be? This was a first stab, going for a more abandoned feel instead of ruined.