tiistai 12. heinäkuuta 2016

A side note


A more finished version of one of the sketches I made earlier.


A process breakdown of the image above... Prior to this I haven't really thought of using side projections as a 3D drawing guide like this. Very useful.


maanantai 11. heinäkuuta 2016

Vehicular


Sketching some vehicle aesthetics for TRACER. When I look at these like this, separated from their environment, some of them feel a little disconnected from the game's world. But I have a feeling that they make a lot more sense when depicted with the proper surroundings...


I also experimented with the Torn Edges filter in Photoshop. I might use this in the game for some 2D designs, schematics, posters, etc. Semi-transparent areas get a nice feel to them.


tiistai 5. heinäkuuta 2016

The world runs on DOS


Thinking about possible UI elements in TRACER.


maanantai 27. kesäkuuta 2016

Heavy lifting


Playing around with fictional old tech and brutal, bulky forms.


keskiviikko 22. kesäkuuta 2016

Mugshots


This started out as a simple sheet of character variations... attached them together like this later on. I would feel less drawn into the project's world had I presented the drawings against a plain white background. While working on this image the way I did, I also came up with some visual cues that stirred my imagination: fingerprints, bar codes, old holed paper, mugshots, hand-written notes, etc -- I think details like these have a big role in creating a general aesthetic for a project. 


sunnuntai 19. kesäkuuta 2016

3D Coat experimentation


Trying out a new workflow (taught by Jama Jurabaev on Learn Squared) in terms of creating rough 3D sketches to use as a base for painting. Had to use Cycles instead of Keyshot for rendering, though, which slowed down the process a bit. 

Basically what I did here was that I painted height maps in Photoshop, brought them to 3D-Coat (a voxel-based software), used the height maps as stencils that I extruded from a simple rectangle, exported that mesh as .obj and brought it to Blender. Rendered it with Cycles, and made color and filter tweaks in Photoshop afterwards. It's an interesting workflow that I will most def take advantage of later on. Height map creation is very fast in Photoshop, too, as you can use the brush options to array and randomize the arrangement of the individual few buildings' maps that you've painted. I've got to focus more on making the buildings' shapes more unique, though...


sunnuntai 12. kesäkuuta 2016

Breakdown


Meet Mr. Bubbles


Thinking about possible story lines for my personal project, TRACER. 


Helmets


Sketched something by using welding helmets as inspiration... brutal, but still a bit too cheesy. #tracer


lauantai 28. toukokuuta 2016

Tracer ponderings


Digging up some interesting visual cues and their combinations to establish a visual direction for some possible scenes...


keskiviikko 25. toukokuuta 2016

City scene


Looking for the right moods in TRACER. This feels like a step in the right direction.


torstai 21. huhtikuuta 2016

sunnuntai 3. huhtikuuta 2016

3D stuff


video

The Vespa was both modeled and rendered by me. It still needs a lot of work, obviously. The video is a reverse-engineered previz sketch of a scene from Terminator 2 -- just trying out Blender's animation capabilities.


maanantai 28. maaliskuuta 2016

Steadily grasping 3D


Testing displacement maps...


maanantai 21. maaliskuuta 2016

maanantai 7. maaliskuuta 2016

TRACER object sketch


Been searching up tons of reference images for my own TRACER game project. If I've learned just one thing from this, it's that art direction is hard work... and very awesome. I've been doing lots of research regarding form language, influences from various time eras and cultures, etc, so that when I actually draw something, I have a general idea of what I want to do. I've realized that this method saves me from a lot of frustration.

Anyway, this picture here is a taste for what's coming... I'm mixing together stuff based on the design guide I've made for myself, without stressing ultimate functionality too much -- the way I see this design phase is that I imagine myself looking into this world and simply observing it, and recording what I see with sketches. Like in real life, I don't have to know an object's functionality inside-out in order to make a study of it. And of course, I can later take that sketch, reverse-engineer it, and re-arrange the components so that it might actually work effectively.

Automobiles




A couple of car studies that I forgot to post...


lauantai 6. helmikuuta 2016

Things



Stuff from today. Loosely using reference.


perjantai 5. helmikuuta 2016

torstai 4. helmikuuta 2016

tiistai 2. helmikuuta 2016

The Box


There's just something that I deeply enjoy about the Brubaker Box.


torstai 7. tammikuuta 2016

Pushing them pixels


Trying out some simple stuff.


maanantai 4. tammikuuta 2016

tiistai 29. joulukuuta 2015

sunnuntai 20. joulukuuta 2015

TRACER moods


Trying to find the feel for it, and feeling good about it.


Texture tests


Trying out different textures in Photoshop using Filters and Blending modes. Interesting.


lauantai 5. joulukuuta 2015

Something quite random


Sometimes the subject matter steers towards fantasy and the like, even though I like realistic, worldly stuff way more. The main reason for that is that fantasy stuff is easy, and that I'm often lazy. I think this might be the case for many other artists as well.


Saturday night breeze




Learning new things. Ref used for the first two.


perjantai 30. lokakuuta 2015

Guard post


I had to sketch something.


Martial


I feel like this one was a small breakthrough for me. I focused on being efficient, making as few brushstrokes as I could – basically this meant trying to make a stroke work great on the first try, and then leaving it alone. Completed within 1 hour.