Thursday, November 5, 2020
Welcome to the 4th official Megastructure Book Project Update, a visual encyclopedia of scifi megastructures!
I just passed a major personal milestone on the project, and completed my very last painting for the book! My 32nd painting is done, the Standford Torus, which I had left for last since it was going to be one of the most difficult.
So all the art is done then? Not quite, but we're close. As I mentioned earlier, I have a team of guest artists who are contributing a number of pieces of artwork to the book. All of them are working hard to get those last images done. So we currently stand at 91% art complete, and we're still on track to get all the artwork done by Christmas. Over the next 2 months I will polish the text in the book while I wait for those final images, and then the second rough layout starts in January.
So more progress is being made! Thanks again for following along, next update should be to announce all the artwork is done.
Saturday, October 31, 2020
Saturday, October 24, 2020
Saturday, October 17, 2020
Saturday, October 10, 2020
Thursday, September 24, 2020
Wednesday, September 23, 2020
Just posted this text / video lesson called "Compositional Weight", discussing how to balance your paintings visually using contrast to draw the eye. Hope you find it helpful!
Tuesday, September 22, 2020
Had a bunch of people over the weekend asking me what a Pitchbook was. So wrote an article on the subject. In short, it's a book with images and words you use to sell an IP to a film or videogame executive. The more detailed answer:
Thursday, September 17, 2020
Tuesday, September 15, 2020
Added a photobash picture pack from Arches National Park in Utah to Artstation and Gumroad. Great for concept art, matte paintings and general reference.
Used these photos extensively for many of my "The Story of Inc" artwork.
Tuesday, September 8, 2020
A tangent simply is an area where two things in an image are nearly touching or actually touching, and in doing so create a visual mistake that the human eye doesn't like. It can lead to confusion in the viewer, like it can draw the eye to a part of the painting that's unimportant, it can just feel wrong or strange, or it can confuse the viewer as to the relative depth of the two objects. This lesson explains in more detail what a tangent is, and the best ways to fix them in your own artwork.
Tuesday, September 1, 2020
A Concept Brief is a document that a client / art director makes for the concept artist to explain what they'd like them to design. It includes information like what the object / character is, what format the art should take, reference images, etc. Watch or read this short lesson on how to write a good concept brief, or if you're an artist, what things you should expect from one.
Tuesday, August 25, 2020
Added a Photoshop Brush pack of Tree Silhouettes to artstation and Gumroad, great for far away trees and super closeup trees that don't need any interior details.
And here's a painting I did many years ago with these brushes, along with a tutorial discussing how to make your own tree brushes
Sunday, August 23, 2020
Each pack contains a mix of previously available assets, updated assets and brand new assets. Hopefully you'll find the new stuff worth the $1-2 I'm asking for each pack.
First up is my texture pack, now with 15 brand new high res textures. Metal, Concrete, Paint, Rust, Cloth, Leather, Marble, Weathering. Check them out here http://www.neilblevins.com/art_assets/textures/Soulburn_TextureAssetPack_Variety_1.htm
Next is my robot material pack. If you use 3dsmax and vray, everything you need to make a good rusty and worn industrial robot. http://www.neilblevins.com/art_assets/materials/Soulburn_MaterialAssetPack_Robots_1.htm
Used the robot materials to do all the texturing on my "Inc The Robot"
And here's a video tutorial showing you the best way to use these materials: https://www.youtube.com/watch?v=ogqAWmFTYck
Third pack is my material variety pack, 32 materials including Concrete, Pottery, Plastic, Marble, Clay, Fabric, Leather, Glass, Metals, and Test / Utility materials. http://www.neilblevins.com/art_assets/materials/Soulburn_MaterialAssetPack_Variety_1.htm
And finally, once you've applied the materials to your models, you'll want some neutral lighting rigs to test out your materials for consistency. http://www.neilblevins.com/art_assets/env/Soulburn_EnvAssetPack_NeutralLightRig_1.htm
And here's a tutorial discussing the value of a good neutral lighting rig, and how to make your own: http://www.neilblevins.com/art_lessons/neutral_lighting_rig/neutral_lighting_rig.htm
That's it for now. And I have 4 more packs of all new assets in progress of reference pictures, brushes, previs models and spaceship textures that I hope to have ready in the coming weeks.
Tuesday, August 18, 2020
Having now worked for almost 3 years doing concept design for games (after a 16 year film career as a digital artist), wanted to write an article about some of the differences I've noticed between concept for film vs concept for games...
Saturday, August 15, 2020
People frequently ask me "Can I use an image like your Starship Hull as a texture?" The answer is no, not as is, but with some alterations they can be. For a more details, see the update to my "Painting Starship Hulls" lesson: http://neilblevins.com/cg_education/starship_paneling_photoshop/starship_paneling_photoshop.htm
Wednesday, August 12, 2020
No in-person https://lightboxexpo.com/ this year unfortunately, but I'll have a virtual booth in their Online Expo along with 100s of awesome professionals in the entertainment industry. Got a sneak peek at the expo format and it looks amazing! So join us Sept 11-13th!
Tuesday, August 11, 2020
Welcome to the third official Megastructure Book Project Update! For those new to the project, Megastructures will be a visual encyclopedia of scifi megastructures, everything from orbiting space habitats to solar system spanning stellar engineering projects. Dyson Spheres, Ringworlds, O'Neill Cylinders, etc. Each structure will include a scientific explanation, followed by paintings and diagrams that bring the concept to life.
Since our last update 6 months ago, we have completed another 20% of the artwork, for a total of 81% artwork complete. I think we're still on task to finish all the artwork by end of 2020, with 2021 focused on layout and publishing.
Some of the latest images we've finished include the Birch Planet, Launch Loop, Worldhouse Roof, Undersea Habitat, Movable City, Seastead, Cloud City, and Dyson Sphere. I have 2 more paintings to complete myself, and our roster of guest artists have 7 paintings to complete, and then the artwork is done.
One of the steps of making a book is the "Rough Layout", where we put together a rough copy of the book to make sure we have all the art we need. The final book will be laid out by a professional, and will be fancier, may have a slightly different aspect ratio (currently slated to be a vertical format with a 2 page spread minimum for each structure), have background, etc. But I decided to include a 2 page spread from the layout rough just to give you some idea on the general format: Painting (or in some cases, 2 or 3), Diagram, and text for all 40 Megastructures. Expect it to really sing once the real layout and graphic design pass happens!
Thanks again for following along, will continue to provide updates as we go!
Saturday, August 8, 2020
Decided to take a closer look at which of my 148 CG Education tutorials were the most viewed. So took a look at the stats from the last 5 years, and have compiled this list, maybe some of these will be as helpful to you as they have been to others.
10) "Contrasts In Composition" Learn all the different ways you can use contrast of size, shape, value, etc in an image to direct the eye
9) An oldie but goody, "Anisotropic Reflections In The Real World", where I explain what they are, what causes them, and then shows tons of real world photos of different types
8) "Rounding The Edges", learn all about Chamfers and Fillets and how they add realism to your models!
7) Learn everything you want to know about "Reflections and Highlights" in the real world, and how to translate that knowledge to 3dsmax or your 3d program of choice
6) I go through my entire process for shading a hard surface model in 3dsmax. While a high quality version of this tutorial is purchasable, feel free to just watch the free version here
5) "Areas Of Visual Detail, Areas Of Visual Rest", a short discussion of placing detail in your image to get the most visual impact
4) "Procedural Patterns And Noises", showing all the various noises you can create in software like 3dsmax, Bercon, Darktree, Filterforge, etc
3) All the different ways to add Curvature based Edge Wear to surfaces in 3dsmax. Contains extensive written and video portions
2) Kind of a surprise in the number 2 slot, a tutorial I did about the "GGX shader", showing how to use it to really make better metal materials
1) Here we are, the #1 slot. And the most viewed tutorial, with 3 times the views of the 2nd highest, is "Primary, Secondary, & Tertiary Shapes"! To celebrate, I recorded a brand new video for the lesson, so check it out below!