Showing posts with label concept art. Show all posts
Showing posts with label concept art. Show all posts
Monday, June 01, 2015
Thursday, December 18, 2014
Wednesday, November 12, 2014
Halloween Art Jam
Thursday, August 28, 2014
The Showdown
I looked at an old image of mine and I still liked the germ of the idea but wanted a more polished cinematic look to it.
Thursday, May 29, 2014
Wednesday, March 19, 2014
Future City (imaginative huh?)
Ive been trying to put into practice some of the techniques I learnt from my DMP course. This was a development of a thumbnail I was fond of.. for some reason.
Tuesday, February 25, 2014
Matte Paint - The Sentinels
Here's my latest Matte paint. More concept and painting in this one than the pontoon DMP I did. I could probably do with beefing up the texture on the structures but I just haven't found the textures.
Monday, February 10, 2014
Matte Paint - Pontoon Village
I've decided to get on a learning binge this year. Fortunately my work paid for me to do a Matte painting course over at CGSociety with Blizzards David Luong. Here's my first complete* matte paint.
Matte painting certainly makes me look again and the way I work and indeed my perception of what art for the entertainments industry is. I tried to be controlled in the fact I used photos and minimal freehand painting. I think the real value for me will be when I use these techniques as a launch pad for concept art.
*complete until I decide to change it
Monday, January 06, 2014
Creature Concept
I'd like to break this down and tell you what exactly its a concept of but in all honesty it was just a bit of fun in Z Brush then spruced up a bit in Photoshop
This was my first attempt at painting IN Z brush. My next step for Z brush is to get me some better materials or a better renderer.
This was my first attempt at painting IN Z brush. My next step for Z brush is to get me some better materials or a better renderer.
Monday, November 25, 2013
Concept - Organic Armour
More experimenting with getting z brush into my work flow. The design could be alot better and cleaner but its still early days.
Wednesday, November 06, 2013
Design and Work flow
So I thought I'd get some more mileage out of this bad boy. I thought I'd add a design sheet as well as a really topline workflow image.
Tuesday, November 05, 2013
The DEEEEPP!!!
I wanted to have a go at some creature design using the multitude of techniques I have at my disposal. The first image is a quick image board of reference and inspiration. Then there is some quick thumbnail generation which explore design and and shape. I then roughly modelled it in 3D max and exported it to Z Brush (the model of which I'll post a little later) to flesh out the design and continue to make further design decisions. Lastly I use that Z brush model as a base to a digital painting. I'm sure I'll keep tweaking it and eventually ruin it but here it is as it stands.
Friday, November 01, 2013
LG - Pan Redesign
Just another pass at the character design for 'Pan'. Just trying to fine tune proportions and silhouette.
Okay I need to do something concepty and more gritty :)
Okay I need to do something concepty and more gritty :)
Sunday, October 13, 2013
The Creeper - Vehicle concept
Here's the result of a recorded demo I did. It was about 45 mins start to finish. I had NO idea what I was going to come up with at the start so this is pretty cool. Not quite as polished as the last one.
Saturday, October 12, 2013
The Gryphon - Vehicle Concept
Monday, September 30, 2013
Some thoughts from the Trojan Unicorn was a Horse [sic] event
I'm currently sat on the plane on the way home from an art and vfx conference absurdly named Trojan horse was a unicorn.... naturally.
The 4 day event was a mixture of technical talks and lectures as well as more informal workshop style presentations. All the big hitters were present and correct. ILM, check, pixar, check. You get the idea. There were also some well respected individuals the more famed of which were Raphael Lacoste, Loic Zimmermann, Aaron Mcbride and Scott Ross.
As well as sharing their techniques and approaches there was plenty of opportunity to take 5 or more minutes with them to chat or to get some feedback on your portfolio. This seemed like too good of an opportunity to turn down so after some hastily grabbed some work from my dropbox folder I went- a-hunting, ipad in hand.
I shared a beer with Kemp Remillard ( http://www.kempart.com/kawp) from Massive Black whilst he poured over my work offering me his thoughts. I got on good terms with the very awesome Justin Goby Fields (http://www.justinfields.com/), who again, was cool enough to review my stuff. So too did Loic Zimmerman (http://loiczimmermann.com/) and Dan Luvici (http://www.danluvisiart.com/). Thankfully the advice they gave were just tiny tweaks here and there so my ego came away pretty unscathed. It did give me some food for thought though on modern day approach to concept art. It's essentially summed as this:
Use every dirty trick in the book to make your design look as good as its can.
This isn't supposed to sound cynical. Its still takes an eye for design and a skill in application to make something look great otherwise everyone would be doing it. What i mean is that use 3D models, z brush models, photo bases, photo textures anything at your disposal, to give the best look in the shortest time frame.
If you want to be an art purist then production design in games and film is not the place for you. There are no prizes for artistic integrity and painting everything from scratch. No one cares how you got to the end result. The ends justify the means. Now if you'll excuse me i'm off to brush up on my 3d and z-brush
Saturday, August 17, 2013
Lil Gods - Forest Walk
Hey so I did this. In general I am happy with it, though I cant help shake the feeling that I could push it more somehow. So be prepared for me to update it at some point
Friday, April 12, 2013
Sunday, April 07, 2013
Monday, April 01, 2013
Some fun creature design
After doing some more earnest concept work I thought I'd have some fun with some 'toony creature design. My main aim was to push shapes and angles more than I usually would.
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