Showing posts with label concepts. Show all posts
Showing posts with label concepts. Show all posts

Tuesday, November 1, 2011

Current Progress




Still chomping away at this bit in class, and it's looking better and better! Added in more natural features like trees, rocks and tall grass, the latter probably unseen in these screenshots, as the environment isn't well populated with them yet. But hopefully with time it will, and it will look far more natural than it is now. As well I've added more assets, namely the large glowing dial to give the area a more mystical temple ruin look to it.

I addition, I'm planning to add a couple towns/villages to the world in separate Unity scenes. the concept art is for the second one, its entrance will be toward the end of the graveyard/temple area. The other one will have a more classic medieval town feeling, while this will be more earthy, the village being merely wooden houses built into the sides of a deep ravine.

Thursday, March 10, 2011

Saturday, March 5, 2011

2954 Concorde


I had finished modeling it on Thursday, and in a fit of boredom, I took an unextred render, put it in Photoshop to try and get an idea of how I would like the car painted. The painterly look I put on it looked too good to just have for a simple composite. I saved an image with the background set transparent and dropped it into Illustrator, with the outcome being this neat little vintage-styled print ad.

Thursday, February 24, 2011

Project: Concorde


Concept



Modeling: Day one


Modeling: Day two


Further details on the work soon.

Monday, March 22, 2010

Current WIP: Zombie Cab

Between working on my class assignment, The first Imagine Cup Project and gearing up for what will hopefully be my second IC assignment (I couldn't find a way to log on to the US site, so I might be SOL--I'll find out in a few hours), I feel like I'm going to experience a severe case of burnout, if I don't have something to keep my mind busy. So, I decided to take on another little side project: building the Zombie Apocalypse Marathon Checker cab.

The progress is going well, and I'm currently working the hood. Hopefully when it's done, it'll look a lot like this:

Wednesday, September 23, 2009

Glittering Prize

CLICK TO ENLARGE

You step inside the ancient temple. Looking around, the dimly lit foyer is festooned with fearsome masks of deities long forgotten by time. A silver shaft of moonlight pours in from the next room ahead of you, and as you step in, you find what you quested across the world for. A giant wood effigy sits cross-legged, his hands held out, with the box in his palms, offering it to you. You casually thank him, as you pick it up, and are eager to access it's contents; an amulet of great power. But your celebration is cut short, as the idol rises to his wooden feet, now wielding swords, and the statues in the corners step from the shadows. The doors out of the central room slam shut, as you realize that maybe there was a lesson to be learned from that Leroy Jenkins video on YouTube; stick with your guild, numnuts.

It's a bit ambitious to think I'll get this far this semester, but I've gotten into it, and starting to get deeper in developing this into something more than just some old stone building sitting in the middle of a jungle paradise.

Monday, September 21, 2009

Currently Project: Environment in Unity

CLICK IMAGES TO ENLARGE
10 minute sketch
Traced over and details added
Pullout of surrounding environment
Composite render in Blender

The project in my environment design class is officially underway, and I've gotten a handle on Autodesk Maya. It's coming along slowly, but surely. Hopefully I'll get it done in time to code into Unity for the iPhone. Though I am mostly working in Maya now, I'll still be doing side projects in Blender, including a regular posting of vignettes.

Sunday, August 30, 2009

New Idea

CLICK TO ENLARGE

I really didn't want to scrap the Polynesian aspect of the work, so I scrapped Bauhaus because it's common enough, and I'm not looking to make something that can be considered "normal", so I'm throwing Byzantine/Middle Eastern in with Polynesian, and so far it's coming out great!

First Official Classwork-SCRAPPED



CLICK TO ENLARGE

I've officially began Animation 130 last week, and the semester's project will be to combine two different forms of architecture to create an environment, and placed into the Unity game engine. I had decided on a combination of Polynesian and Bauhaus, but as you can see, the structures just start to look like beachfront hotels, and that's not what I'm really aiming for here.

Wednesday, July 15, 2009

Character Concepts: Spaceship Engineer

CLICK IMAGE TO ENLARGE
Doesn't look too pleased with what his little gauntlet computer is telling him.

Monday, June 29, 2009

Futureland (for a lack of a better title)

CLICK TO ENLARGE
Setting: Pacific Far East 2075; the whole of Asia is one sprawling megapolis, regions near costal ports, rampant with crime and crooked police. Citizens make by on homemade aircars built from derelict cars, trucks, motorcycles, and aircraft. Money is almost nonexistent, the old ways of bartering & trade being the main currency, much of the transactions being of illicit manner; hired thieves, killers and drug lords rule the towering slums. The ruling provincial government took the matter into their own hands and set the ports into a police state. For a year or so, it seemed to work, however, the protectors became a product of their environment and began policing for their own gain. In the eyes of the government, they were performing admirably, but in truth, nobody was safe, many take the sentiment that the crime lords were far more benevolent than these supposed "protectors". It is now up to the very miscreants who caused the plague to extinguish the corruption and restore order.

Yeah it's kind of a half-baked plot right now, I'll have to take some time to refine it.

Saturday, June 13, 2009

New WIPs

CLICK IMAGES TO ENLARGE
Pencil Sketch


Modeled and rendered with Blender

Recently, I downloaded Blender 2.49 to stay sharp on my 3D modeling skills, and to get a taste of a much more advanced programme before I just dive head-on into Autodesk Maya. After a few days of struggling, I've managed to get a feel for the interface, though there are many more things I need to learn.

Monday, May 25, 2009

Sketch Dump

CLICK IMAGES TO ENLARGE



I seem to have come down with an inner ear infection, and can't hold a steady line for the life of me. Managed to get these done. Photoshopped versions will arrive in a later post.

Friday, May 22, 2009

Concept Art: Farmland Patrol

CLICK IMAGES TO ENLARGE
Pencil sketch
Inked & coloured in Photoshop

Part of the duties of the farmhand on Venus is to patrol the grounds of their crops. Riding atop a mammalian animal native to the planet's grasslands, they rely on special goggles to filter out the extreme amount of yellow-orange light from the atmosphere to see marauders trying to take cover under the light, as well as a long-range rifle to ensure the safety of their precious crops.

Tuesday, May 19, 2009

Death Cab For Zombie

CLICK IMAGES TO ENLARGE


Pencil sketch

Inked & coloured in Photoshop

Everyone loves zombie games. They're what WWII games were a few years ago. But way more fun. That being said, what better vehicle to motor around New York City in during a zombie apocalypse, than an old Marathon Checker cab? Big, roomy, 5 MPG, and built to last. Outfitted with some window armour, a few portholes to stick your guns out, and you're ready to hit Times Square!

Concept Art: Farmlands

CLICK IMAGE TO ENLARGE
Some quick sketches of a small farm with harvest walkers, and a farmhand on patrol for marauders.