Showing posts with label Concept art. Show all posts
Showing posts with label Concept art. Show all posts

Saturday, 13 August 2016

Sketch dump and life update!






That last one keeps getting longer and longer every time I open the file! "Oh wouldn't it be cool if there were more mob references? WHAT ABOUT MORE TENTACLES lets just move that up and voila more room for more characters" It'll be the death of me but It's going pretty well so far! I intend to animate the writing (placeholder font) so that it, and several aspects of the painting flicker/fade. 

Top two are yet more visuals for my Dragon Age pen and paper campaign, 3rd is a 20 minute warm-up for thumbnails and then of course at the bottom my old nerd guild wars feels.

Not much has changed since the last update, though I will be heading to Industry workshops next week and I am hella excited about that. I look forward to seeing all everyone from my MA course too, and to catch up with everyone while learning a lot! I will be in London for the week and I intend to be sketching a lot!

Also I started a new project, lowkey. I've been thinking about it since office days in Osaka and I'm gonna make a little oneshot Guild Wars 2 comic, about 10~ pages long, give or take a couple. I've written the script so far, and started thumbnailing out how I want the layout to go. Its pretty dang hard but I knew that going in. Thanks to this though, Im finally starting to get my head around clip studio paint! Another program to learn the quirks of! Hopefully next update I'll have something better than napkin scribbles and some cheesy lines in a .doc to show for it. (And also progress on the long painting)!

Sketchbook update as of July; Lots of people looking at me! So I drew their eyes :)







See you next time!
-Sam


Sunday, 31 January 2016

I got plans!

With my teaching contract with Interac ending in early March, I've decided to return to the UK for the summer, instead of re-contracting for another 7-12 month period from next September.  Teaching at my elementary schools have been incredibly enjoyable and the time has flown in, almost without me noticing it; only 5 weeks left! I'm glad I applied and got the chance to work here, but its not a job where I can work on my art after work or on weekends, most of my free time is spent getting enough sleep so that I can wake up early enough to get to my rural schools for 7am.

Thankfully I was able to recover the PSD file from an old backup of that GW2 piece at the top- I started it back in the summer and just got back to finishing it over the Xmas break




 This was for a Dragon Age codex illustration, the games have such a cool art style for the murals and wall art that I wanted to give it a go!

My sketchbook hasn't been entirely neglected either (but still not enough!)
 **Sketchdump incoming**



 I've been drawing out variations on these characters, which are developed versions of the "Monk" concepts from the Excelsior MA project. Looking at some of the art I submitted for that course, I can only be embarrassed of. So to Level Up! as it were, and to update my portfolio, I'm working up turn-arounds and character paints for these guys/gays/masked constructs/whatever they are.






Please check out my artstation profile and like anything that takes your fancy!



Saturday, 14 February 2015

Animex Festival 2015


Its just like being back in Uni...

I've been back in Middlesbrough since Monday for the annual Animex Festival for the lectures and workshops from a whole bunch of really cool people who've made and worked on really cool stuff. From the art directors of Epic Games, Ninja Theory and Atomhawk to artists from other companies like Doublefine, Valve, to technicians and  VFX specialist studios such as Framestore, The Mill and Method Studios...It's been a busy week!

One of the best things about the week is that its incredibly inspiring, especially just after maybe becoming a little unproductive due to the holiday spirit and the new years festivities. I have no real professional interest in becoming a matte painter or a cgi/VFX/3D animation artist but its very interesting to see how they achieved various effects, problems they encountered and how they overcame them.

Four days of this week have been solidly packed (9.30am -5pm) with talks on a wide range of topics such as filming a documentary on Dota, rigging a semi-realistic 3D Paddington Bear model for the recent film, the art of Ninja Theory's Alesandro Taini, an overview on methods for a Producer on a Videogame team, how to give and receive efficient artistic feedback, how Groot was animated for Guardians of the Galaxy, how to create a character's personality though writing before approaching the appearance, Character visual design on Big Hero 6, and practical game design through the creation of Alien: Isolation, creating the sets and the step by step creation of each frame in Studio Laika's Coraline, Paranorman and Boxtrolls, Also the concept art and aesthetic direction of Guardians of the Galaxy from Atomhawk. (To name just a few!)

A delicious side effect of being asked to sit in one space for several hours at a time, was that I could draw in my sketchbook while listening to (often incomprehensible) terms and attempted explanations about motion tracking and facial rigging. 20 pages of sketches which I will scan and upload when I get home next week, though for now here are some low quality photos from my phone.





On Wednesday morning I attended a workshop in creating concept art environments from Dave Paget, I learned a new workflow for early thumbnail generation which I am very grateful for! I didn't resolve the image during the class, as it was only a half day and most of the class was the explanation and demo.
The lower one is just quickly carved out with the lasso tool, and top is painted over a little for more detail. I still like the bottom one more though.

The evenings saw us taking to the bar in the student's union for networking and portfolio reviews with all of the speakers from that day. The response to my work was pretty positive, but I did get some excellent criticism also, due to the various expectations and requirements of the people who I asked.

But I love walking simulators! :D


I was able to think a bit about a plan that I have for a possible personal project, where I teach myself enough script writing in Unity and Blender to create a 3D environment based on my sketchbook and print style. I'm currently playing with a lot of ideas, though I'm almost certainly thinking far too complicated for my current skillset;

  • initially black & white with simple exploration as the only real objective
  • First person 3D environment, mouse controlled camera, perhaps a webplayer unity or dl 
  • Graphical style evolution as you explore - Evoland but with art process- start with sketchbook, end up in a rendered painting environment
  • Subtle narrative expressed through the atmosphere and key colours/music, perhaps ingame text 
  • Swords & Sworcery kind of exposition - less words more imagination
  • Similar kind of experience to non-games/walking simulators Dear Esther, Gone Home, The Stanley Parable, Leviathan,
  • environment develops as you explore, or maybe through a collectible/chest?
  • feels like keaton henson/Mogwai/Explosions in the Sky - bleak/contemplative/
  •  the line drawing AE test should be how it starts - black screen, white screen, lines draw themselves onto the level shape from the camera starting position and transition quietly into the actual game with no indication that it has begun,
  • It could be quite interesting to create the textures through printing, scan them and apply them digitally for a papery look
Now as cool as much of that sounds to me, I don't have any game making experience, I don't know how long it will take me, I can't texture or model (yet) and I don't have any money to fund it (though, if I do it all myself it'll be free right? haha who knows!)


 Printmaking catch-up




Now for a print update, since while this blog has remained un-updated, I've been quite busy at the print workshop in Belfast.

I drew, etched and created a 10 print edition of the Captain Marvel lithograph and then painted over in watercolor to create a varied edition. Its kind of annoying that you can't get very much cool merch for Carol like you can for the other Avengers :( But if you'd like one of these prints for your own, they're available on my Etsy!





I've drawn and printed my 2nd Lithograph, Vigil (the design from the previous post) and unfortunately, I was unable to edition it as I left too much white spirits on the surface and I lost a section of the design. So I had a bit of fun with bleeds and washes on the 3 "error" prints. 





Digital scrapbook - This year so far in Photoshop

                           
Guild Wars 2 fanart






illustration idea


Self portrait

more Guild Wars 2 fanart (paintover)

And a bunch more things from my tumblr scribble tag!
Thanks for reading this far, and if anyone reading this has any suggestions for resources to learn C++/C# (or even recommendations on where I should get started on the whole coding thing, I would appreciate it!)

-Sam



Wednesday, 20 August 2014

Finished painting!


Finished the painting a couple of days ago, spent yesterday merging and splitting layers and repainting small sections that only get seen for a few seconds as the camera moves. I've currently got around 30-35 layers  that made it through to aftereffects. As a bonus,  a screengrab of my workspace in Aftereffects, with a nifty 3 quarter-ish view of everything- almost in place. 

Today I'm focusing on the camera's path and getting some of the smaller particle systems in place. 

Wednesday, 6 August 2014

Master's Project: the last four weeks!

 Last four weeks of work till the submission date,  and I'm making good time with the painted assets,  which I'll arrange separately for the pdf submission aswell as within the composited avi. Something like the page below.
For the initial shot where it begins as lines drawing themselves into ruins, then colour brushes itself over, I've come up with some quick thumbnails; with a focus on space and light. Personally, I've been really trying to keep things loose with visible brushstrokes and blocks of colour. Its quite challenging for me to stop before I overpaint it so this has been a good experience in itself.


The previous blogpost is sparse with information because I was in a hurry and needed work online to show easily; the first few gifs preview the line drawing idea that I mentioned above. Then there are some early city concepts, and a further developed but still loose idea, some early set pieces and a short video clip of everything in 3D space. 
a quick mockup of how I want the upper city and tower to scale to the very detailed lower city. Though the tallest tower should be much more slender in the painted version- closer to the video example below. 


Lower city clip previewing an early camera movement and wave animation with 80% of the lower city assets completed.

A silhouette asset of the meteor strike that destroys the city- resulting in the ruined version you see at the start of the clip. 

Sunday, 23 February 2014

Animex Sketchbook scans!

I had intended on posting these sooner. Oh well. 



Up until this point, I'd focused on trying to draw the hands of the various speakers.

Then after being 100% unable to draw Rhianna Pratchett correctly I gave up and drew Barry Meade (Fireproof studios) and shifted my focus to random thumbnail and environment ideas




(Pause in drawing for an excellent anatomy lecture from Stuart Sumida)




I think that next year they should run a thing on twitter called #Animexsketch or something similar, since I was certainly not the only attendee drawing through the lectures.

As for module work for the second semester, I'm working now on a series of teaser ideas for visual story telling and the Excelsior brief from before.