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Wednesday, March 10, 2010

Break My Ass



Air Level!



Punched out planes!


Path Prototyping!

Saturday, February 13, 2010

melted hearted







Work on the water level.










Zbrush scuplts.





Tuesday, January 19, 2010

Bunny Got Back


Planet render!





CONTROL B!!! This is used for color adjustment! How did I not know!! Thanks Peter!





First round modelling of the bunny god! About 1130 tris, in three hours (which was surprisingly not that hard). It helped to keep a google desktop timer nearby to calculate every minute.














Finally, my flash animations in working form!

Sunday, December 13, 2009

keep ya head up


Learned something cool while doing these silhouettes.

Taking simple shapes, squiggles, circles, ect, and using angle by direction in Photoshop's brush tools allows for nice creature creation assets for silhouettes. I learned about this while working on Tad for a brief time as well, but never got to put it into less-graphical use.

See, like shapes even like this:


Varying the spacing, maximum size and angle also creates more iterations. I've seen this sort of thing used numerous times in concept art stuff (like Jennie's and others) but I never understood how they got so rigorously repeating shapes with such control. Of course drawing more on the resulting thing helps out as well. Gunna try to remember that for next time...



Portrait from my mind...what a strong black man!!!


CAbloof!






Love Block - Experimenting with using a lot of flat color with hard brushes, smudging, and a lot of light applied using a stroke + gaussian blur. More work to come hopefully. Gradients can be made many ways, but they should be utilized from the start to increase color palette and the feeling of light.




Game intro animatic! Put on your headphones kiddies, this has got sound!



Remembering somethings I learned with color and painting...specifically to use saturation as a device for changing coolness/warmness. Pretty cool concept I'd like to work with more.


Working on a painting process...






Friday, November 20, 2009

obese city

















Some of the emotes are scary, but I see that more as a technical failure (well, time failure) than an issue. These were fun, especially the drawings.



The process for this included just getting some simple textures in (after doing AO) and drawing over the progress. This really helps me mold what I currently have to what I need. The draw over is pretty ugly, but the result was fun and the conceptualizing of this result did not take a lot of work.



More platforms:



There's a great program out there called CrazyBump that let's you generate, preview, and adjust normal, AO, Displacement, and Specular maps in real time. Even lets you throwin the actual model instead of just a preview sphere/cube/ect. Try that shit out. Holy moles.












Sorry if some these boards are unclear, I had a lot of fun doing them regardless. I learned that maybe I should use a little more reference pictures if I want to be more accurate (this piece I just didn't--I guess I learned this after doing them). Might help out.

Mind drawing. Found that I draw weight better when starting from the ground up. Some super quick ones.