Thursday, December 6, 2018

Prometheus Final

This week we gathered our latest and final presentation for our Prometheus concept. I gathered my paper concepts and arranged them to fit a cohesive template for our style book.

We also updated lighting and effects that we will be presenting in VR.




Thursday, November 15, 2018

Prometheus

This week we continued working on the proxy model for Prometheus and the temple. I created her proxy model and worked with Zack, our Art Director, to finalize any last details on her 2D concept.
I also assisted environment in lighting the scene and worked a bit more on my toon shader test.


Thursday, November 8, 2018

Prometheus- Color

This week is the third week we worked on concept for Prometheus. I was tasked with working on developing the textural style of our VR experience. We decided to model our style after that of illustrator, Moebius.





To create a similar style in 3D, I'm experimenting with using toon/cel shaders in UE4. So, I got the first pass at creating the cell shader node network.


I applied this to a statue I had placed in a scene to test.


Next, I'm working on working with LUT's to be able to create midtone and a bit more variety in shadows. I'll also be researching and creating a material node to add outlines to the models.

The final look we're going for is somewhat like this Moebius inspired game, Sable.



Thursday, November 1, 2018

Second Week Prometheus Values

So, this is the second week working on character concepts for Prometheus. I worked on a second iteration for the character concept and tried incorporating what was discussed in critique last week. I decided to create an armored and stripped armor look for the character.

The influences for these designs include sci-fi space armor, traditional Greek armor, and hints of black smith novelties, like those you find in the black smith apron and forge hammer/war hammer I created for the character.

working on armor:


Completed with Values:



Thursday, October 25, 2018

Bringing it all together: Prometheus Character Concepts

So, I got drafted into the team re-conceptualizing the story of Prometheus.
I was put on the character design team and so for our first assignment, the character artists were tasked with creating silhouettes for character concepts.

I worked on some concepts for the Robot Citizens of the crystal planet:


And I also worked on some concepts for Prometheus:





Thursday, October 18, 2018

Bringing It All Together Illustration 2

This week we continued work on our re-concepts of our chosen public domain stories. So here's the process of my Peter Pan concept:

So I decided to re-imagine Peter Pan. I took the story and set it in a modern metroplolitan city where Tink is a drug lord selling “pixie dust” to kids. Peter is her right hand man and also the leader of the lost boys gang. His best friend is Tiger Lily and she’s gotten in some trouble with the cops. Captain Hook of the local police department is a good cop with questionable methods and decides to use tiger lily as leverage against Peter to finally nab Tink and Peter. Wendy is an upper middle class suburban girl that gets caught in the fray and must decide if she wants to live this life of excitement or “grow up” and stay in her lane.

Initial Staging:


Inking:


First Iteration Colored:


Definitely want to continue working on this piece and getting it to where I'm satisfied with it. Still needs a way to go.

Monday, October 15, 2018

3D Class Week 08 Working in a Game Engine With Final Prop

This week we continued with our cannon prop and importing it into a game engine. We used Unreal to import our prop and and connected the textures in order to make it's material.

I finished painting my cannon in Substance Painter:


UV map:


Iray Render:


After painting, I exported the texture maps from Substance and the low poly Game model from Maya to import them into Unreal. Once I imported the model, I connected the texture maps to the materials by editing the nodes to get the desired affect I wanted. 


Final Cannon: