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Some current wips:

This screengrab is a basic blockout of Blizzard’s Reinhardt. I’ve been looking at screenshots from their gameplay footage and their character spotlight to figure out the various parts of his armour and Zbrush is a good way for me to quickly visualise what’s going on in 3D without worrying about verts.

reinhardt_wip_01

This image is the beginning of refining the various shapes. The hands need a lot of tweaking as the screengrabs I’ve been using for ref are mid-action shots and not necessarily a good indication of the position of the hands in relation to the arms when the character is relaxed. I think I’ll take some liberties with the design rather than trying to recreate him.

 

 

wp

I am also currently working on my Comicon entry. I  chose to merge Marvel’s Polaris and Crystal. Below is merely a blockout trying to see if my costume design will work or not. I’ not yet happy with the shoulder pieces and I want to lift her breasts up to sit higher on her chest. Once I’m happy with the shapes and costume I’ll start refining the musculature in the arms and adding folds and detailing to the clothing. Excited to make her hair with alpha cards since I plan on it being wind tossed.

 

costume02

Hand Painted Tileable Textures

Decided I wanted to try out the mmo/moba style hand painted environment texturing. I’ll make a bunch of them but upload one by one as and when I get chance to make them.

 

rocktex

League Of Legends/Polycount competition

My finished entry for the Polycount LoL comp didn’t get submitted but my main focus was on creating a finished character for my portfolio since I work on plenty of environment assets at work which will eventually be added to my website but I want a nice balance between the two.

construction

 

low poly high poly comp

https://skfb.ly/CsrT

Specialist Project

So our final assignment of the 2nd year is a research project and I chose concept art as my research topic. I looked into how ideas can be generated, into the masters with an emphasis on Vermeer, I looked into the behavior of light and colour and briefly looked into composition. The work I’ve produced for the assignment is not of a polished quality as it is a research assignment so the main aspect is clearly research. I do feel my research has informed my work though and the idea of light was always at the back of my mind when painting.

So firstly I did some value thumbnails to try and work out a composition for my first piece which I wanted to be an interior:

libraryThumbs

At first I wanted to make a library of some sorts but then I looked at the concepts made for Deus Ex and decided to simplify and go for a bedroom or studio apartment of some description.

This is the painting so far:

21

 

I wanted blue to be a big part of the composition but I also wanted to balance it with warmer tones and I’m always drawn to creamy peachy shades. The main impression I wanted to create was of a sense of soft glowy light and I think the reflective nature of the room really helps with that as reflective surfaces help to bounce light around. There are erros in the painting such as the seats of the chairs – they should be well lit from the lights overhead and there should also be specular reflections on the domes above the chairs and possibly a more diffused reflection on them also. However, even without these elements I feel I have created an idea for a room that could work in 3d and that gets across an impression of colour, lighting and texture. I intend to fully realise the image in 3d rather than 2d as I’m most excited to do that.

My second image is a cityscape. I wanted to try and create lighting reminiscent of the magic hour. I painted the sky first so the whole colour scheme is based around the colours used in the sky. Though I wanted an image that could fit within the sci-fi genre I did not want a typically grey, cold desolate looking modern city. I wanted to use warm colours and I think I’ve managed to achieve a city that doesn’t look totally current but looks like it’s not a million miles away into the future.

citySillhouette

 

Lastly I went back to exploring idea generation and tried the method of laying down various brushed in greyscale until you  start to see something in the image that you can work with. I then used gradients and layer blending modes to create rough starter paintings that could be taken further at some stage.

shipwreck forest

New WIP in between assignments

Current wip:

Stylised or realistic version of this character so far? I’m not sure which I’ll go with. She’s gonna be a kickboxer:

real

 

Miss fortune from League of Legends (or she will be when she’s done)

missfortune

Photo 08-04-2014 02 08 04 Photo 08-04-2014 02 07 54 Photo 08-04-2014 02 07 50

Speedsculpt of Ezra Miller I made for a demo for my coursmates. I’d like to take it further, maybe go for a realistic final render:

Photo 08-04-2014 02 18 41

Some simple armour designs. I guess they’re along the lines of games like Oblivion:

Photo 08-04-2014 02 08 18 Photo 08-04-2014 02 08 21

And a little dude I’m working on as part of a group. We’re gonna be entering a competition and my director wanted me to make a version of the character that he can make a pre vis animation with.

 

Environment Modelling WIP

Some WIP environments that I’m gonna try and get done once my animation assignment is handed in.

Japanese House:

japanExterior

 

Namco Sweetland – Japanese Sweet Machine: It has a transparent plastic dome above it.

namco

An interior wip of a church taken from reference of St Thomas’ church in Salisbury:

church

Still life – Compositing Assignment

FinalGLowLemonGrade

This is a still life compositing assignment for my course at NCCA at Bournemouth University. The brief was that we were to take a still life painter’s work as inspiration and try and create a cg version that tries to recreate the lighting, colours and composition. I chose Willem Caesz. I modelled all but the lemons and bread as they were a late addition and the bread was the only thing I did not texture. I spent a lot of time trying to get the glass goblet shader to look how I wanted it to look as I wanted coloured glass that had texture to it. I love how it came out and once the cg elements were integrated into the backplate in the compositing stage I was really happy with it. I added a glow node right at the end of the compositing process as I feel the lemons are the focal point of the piece and, though they are not so realistic looking now, I feel they add a painterly feel which is what was required of the assignment. Turns out I love compositing :)  The lemons and the bread for the piece were obtained from Digital Tutors and specifically from Sharlene Lin. I also created the backplate and a hdri panoramic to light my objects.FinalGLowLemonGrade

 

 

 

 

 

 

 

Uni environment finished

finalEnvironment

This was the environment iterations that I made for the project:

environmentIterations

 

And this was the final version that I ended up going with:

finalEnvironment

 

My favourite was actually the one with the turquoise sky and strange cactus type trees to the left but for my game idea this more moody looking environment suited the piece more.

 

Cyborg Character Assignment

finaliterationGlowy

The front ortho of my cyborg character for a uni assignment. I’m gonna add something to the end of the weapon as I’m not sure what it is yet.

orthos

 

My model turnaround which I’ll later detail the heck outta but was at a level compatible with the assignment:

3DSTills

The model sheet I used to make the sculpt from:

modelSheet

 

And some facial expressions:

 

facialExpressionsinked

 

my final character concept in colour:

finaliterationGlowy

And finally my character iterations from a given artist’s work to my final concept above.

 

 

iterationsCharacter

Priestess wireframe, diffuse and normal

I’ve finished sculpting out feathers, transfering my polypaint and normals from Zbrush and painted my alphas. I need to bake out some AO and finish her turntable and then I’ll render her out again. Here’s the version without the wireframe:

priestessNowireframe

And then the wireframe:

priestessWireframe

And here’s a Zbrush render of the high poly a made a little while back:

zbrushRender

zbrushRenderPersp

Some of my maps for one tile:

headAoWebsite

 

headNormalWebsite

 

headTextWebsite

Couple of places still to correct like the mouth. Also need to render out ao on the feathers as I forgot to add them and paint hair texture for the top of the head so it matches the dreads.