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: 







Thursday, October 11, 2018

2D Class Week 07 Bringing It All Together Illustration 1

This is the first concept of one of the Re-imagined characters of Peter Pan. I decided to go ahead with Peter as the first concept drawn.

I drew a blue sketch first then inked it to get the line work I wanted:


I then worked a bit on composition and added in his shadow and key details since that's an important factor to the character:



Monday, October 8, 2018

3D Class Week 07 Bake Maps and Digital Painting for a Prop

This week we took our cannons we've been working on and created texture maps in Substance Painter.

My original cannon Sculpt from last week was not to my satisfaction, so I scrapped it and did it again:



Once I was able to export the sculpt, I brought it into Substance Painter and proceeded to create my textures:





Friday, October 5, 2018

Story Chosen for ReVision

I've chosen to create visual work for J.M. Barrie's Peter Pan. I decided to alter the story in a re-telling where it takes place in modern times in a metropolitan city. Peter is the leader of the Lost Boys gang and the right hand man of "Tink", an older woman who happens to run a drug business out of her club, Neverland. There's elements of urban fantasy where the drug is "Pixie Dust" and peter's shadow is personified and does his bidding.  The lost boys and peter use creepy baby masks to disguise their faces when doing illicit activities. Tiger Lily is Peter's best friend and the daughter of the local bike gang's leader. She's gotten involved in some trouble and is being used as leverage against peter by Captain James Hook, captain of the police department. He's a good cop with questionable methods and trying to get his hands on Tink and Peter. Wendy is an upper-middle class girl, bored with her life and looking for excitement. She's just unaware of what she's getting involved in and must decide to stay or go.

I decided to go in the style of Cedric Payravernay (Dishonored) and mix it with my own comic-book inspired style.








Thursday, October 4, 2018

2D Class Week 06 Basic Lighting

This Week we studied lighting in composition. For my assignment, I was tasked with creating a 3-point light system on a tangible object and then recreating it by painting it in Photoshop.

I chose one of my desk figurines of Batwoman. I lit the object and this is the resulting image:


Here is my Final Paint:




Monday, October 1, 2018

3D Class Week 06 UV and Digital Sculpting for a Prop

This week was a continuation of last week's assignment where we built a cannon.

First, I needed to build a UV map. I started off by cutting my UV's using a camera view in the UV editor:



After cutting up the UV's for my cannon mesh, I then laid out the UV Shells after unfolding and optimizing them. I used a padding of 4 pixels around my UV's so they wouldn't overlap and give me room to texture later:


I then built a high resolution version of the cannon in Maya by adding more geometry to the edges:


After creating the High Res version of the model, I exported it as an OBJ into Z Brush for sculpting:



Thursday, September 27, 2018

2D Class Week 05 The Art of John Berky

This week was a study in one, two, and three-point perspective. The artist to study was John Berky, known best for his sci-fi heavy concept art. I was tasked to choose any of his pieces and then choose an element from that piece to re-create using Maya to assist in achieving form, lighting  and perspective through camera.

I decided on this piece and wanted to focus on the space cruiser:


I took the image and imported into Maya as an image plane in order to create a template for the base of the structure and then began building:



Once I finished building the primitive mesh, I then applied lighting and camera in order to replicate the piece: 



I then imported the render file into Photoshop and painted over it, using what I made as a template for the 2D piece. Final Product: 






Monday, September 24, 2018

3D Class Week 05 Modeling A Prop

This week we were tasked with modeling a prop Cannon in Maya and importing into Unreal (UE4).

I first set up my scale and then set to creating the proxy for this Cannon using image planes to guide my sculpting.


Duplicating mesh to create instances: 


Mesh cleanup and reducing faces:


Once in UE4: I was able to add a collision so the player doesn't clip through the mesh of the Cannon:


Imported into UE4:


Final Wire Frame Render:







Thursday, September 20, 2018

2D Class Week 04 Composition and Layout

This week we were tasked with recreating a piece by Drew Struzan in order to better analyze the layout and composition in the piece.

I chose a Star Wars "Return of the Jedi" poster.


The Layout used in this piece is the Rule of Thirds. Most focal points on the piece are at the crosses. The main focal point is in the lower right corner, centering on the battle between Luke and Vader. 



Final Piece: