Back again with another update! This one is a blast from the year past, the good ol' Horn House. This one languished unfinished in my "Personal Projects" box for far too long, but I thought I'd revisit it at last. With the addition of Substance Painter to my skill set, putting this piece of beautiful piece of concept art in 3D space was easier than ever. Check it out! One last time, the beautiful concept by Charlene Le Scanff. ...and the final product, textured! (I'll post a render sometime this week yet, digging into Marmoset Toolbox and further into Unreal, so one of those will get the job.)
Enjoy! More to come!
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Welcome back my blog-goers! My oh my, it HAS been quite a long time! Hell, we've been around the Sun once more since I was last here, and in the interim I started a new journey at a little studio called Home Run Pictures, down by the rivers of Pittsburgh, PA! I've had a blast in my time there, and despite keeping my nose firmly pressed to the grindstone, I stretched my talents considerably on each new project, and came to the other side of 2017 with a collection of successful endeavors. Even though it looks like my time there might be coming to an end, I'll take with me what I learned and continue to grow as an artist. Which, of course, brings me to Titanic. Like the ship itself, this was an absolute LEVIATHAN of a project, consuming about half of this past year's worth of work-hours. The project centered around accurately recreating the wreck of the Titanic as seen today, rusting away beneath the waves. Our goal was to bring the wreck to life, inside and out, and to produce an explore-able space in which our client's students could float through the halls, recovering artifacts of the disaster along the way. I think we succeeded: Weighing in at a surprisingly reasonable 1,087,000 polys, this monster model took me a handful of months to plan out and create, optimize, and then implement in Unity 5 with the assistance of my brilliant co-workers. Good times all around!
Check back soon for more content! Back again, this time with colors! Some of you might recall the "Horn House" project I began a little while back, and since then I've had the time for a little progress! Check it out: Again here again, with gusto! (and Wireframe overlay!) As you can see, I'm about finished with the geometry, and have added some placeholder colors before moving forward with the hand-painted textures. Looking to finish this and begin a new project over the weekend, so stay tuned! Hey all, So it occurs to me that with my professional life kept so busy, I often lack the time for personal projects and experimentation. I'm trying to be better about that, but in the meantime I figure it might be cool to show you guys a few things that I've spent my past few months on, beginning with the most recent. Our latest project at the office is to develop an educationally accurate model of the birth of a star system. To that end I've brushed up on Maya Fluids and began to tweak a simulation. Here's a sample render! The trick to this, in addition to simple things like tweaking density and turbulence, is to shape particle systems with polygon primitives and Goals, and then emitting fluids from those particles. The result is a very controllable simulation. I'll probably add a rendered sequence here when I'm done with it. Cheers! I'm BAAAAAACK! Hey guys! Adding fuel to the clank-ity combustion engine that is this production blog, and starting this thing up once more! After a wild summer of job hunting, money raising, and general chaos, I picked up a new job making films, and moved up to central New York State! In the resulting wellspring of evening spare time, I decided to pick up where I left off, making crazy 3D environments from gorgeous concept pieces. Here we gooooooo! THE NEW CONCEPTS: *grabs megaphone* AND ON YOUR LEFT... *cough* We have an adorable little piece by Charlene Le Scanff, a wonderfully toon-y cornucopia of a dwelling. Can't wait to dig into texturing of this crazy thing. AND ON OUR RIGHT, we've got a slightly more mysterious environment, this time by Shahab Alizadeh. For this particular piece, I'm really stoked to get some sexy lighting and particles rolling via the new Maya 2017, and figuring out how they interact with the new default rendering software Arnold. Anyhow, without further ado, here are the decidedly pitiful Primitive-comp layouts: Look forward to more updates in the coming days/weeks ahead! Going to do my best to detail every step of my process this time around, for... y'know, posterity and such things. WOO! Hey guys and gals! "Bird House" is finally finished! I'm pretty happy with the end result of this piece. The goal here was to see how far I could push Polypainting in ZBrush, as well as to paint various light-color effects into a scene in mimicry of a concept piece. I'll probably go back to this piece again when I get the time, adding higher resolution texturing via Photoshop and a few other tiny details, but for now it's time to put this one to bed and move on. Have a question or comment? Don't hesitate to let me hear it! Happy to receive any and all constructive feedback on this or any of my other pieces. Hey guys and gals! Apologies for the lack of posts lately. I took some time off to get a little traveling done, and though I had a blast, it's time to get back to work. Anyhow, here's some of my latest work on an older piece of mine: Bird House! I'm nearly finished with the piece, having textured and detailed a large portion of it. I'm currently in the process of texturing and adding some of the smaller props to the scene, and tweaking my initial lighting setup to better match the original. Take a look! At this point, I'm still missing a host of minute details, and will likely go back in and create another set of high-rez textures in Photoshop. I've found, unfortunately, that poly-painting in Zbrush can only go so far in terms of creating miniscule color splashes, but hopefully I can work out some more intricate designs in the next iteration. Regardless, I'm totally enjoying this process. Look forward to the final version of this scene sometime in the next week! Hey guys! So it looks like Deadpool-52 and I are going to keep it up, where ridiculously cool Destiny-themed content is concerned. This time around, I received a pretty slick design for a Khopesh (my 2nd for this blog), a blade reflecting the designs of the Trials of Osiris 3v3 Elimination competitions. (Link for the uninitiated: Trials of Osiris) If possible, I think I enjoyed this one even more than the last, and the results reflect that. So, here's the design (another win for /u/Deadpool-52): ...and here's the result in 3D! Hope you like it! Definitely more to come from this dynamic duo in the near future, perhaps something from the most recent raid (King's Fall) or a very old raid (Vault of Glass). On another front, I've made some serious sculpting progress on the long-standing "Bird House" project. Check out a few of the props below! I'm trying my best to mimic the original style of Grimmer's painting, with lots of painted-in light accents, as well as plenty of cracks, crumbles, and wear-and-tear on the property as a whole. It's been enormous fun to work on this piece so far, and while I'm learning the hard way about the amount of work that goes into sculpted and hand-textured scene, I'm pretty determined to finish it. No promises, but maybe by this-coming Friday? Cheers guys. More to come. Back again, this time with a new weapon! Fellow Reddit user /u/Deadpool-52 came up with an excellent sword for Destiny's "Iron Banner", an PvP event with some Knightly flair to it. Take a look! The design itself is more than a little brilliant, and so I thought I'd take a crack at bringing this weapon into being in 3D. ...and here it is! The basic shape of the weapon came about in Autodesk Maya, and was sculpted and textured in Pixologic Zbrush. The whole process took about 5 hours to pull together. (Stoked as I am for this incredible game, look forward to more Destiny-related content in the coming weeks. Also, look forward to a completed "Bird House" later this week!) Back for my next content post! This week, I chose to start a bigger, environment-centric project, working off of 2D concept art reference. The goal is to transform the concept into a fully modeled, sculpted, textured, and lit 3D result. So, without further ado, here's "Bird House" by Jordan Grimmer: I chose to work with this concept piece because I love his use of color, both in light and in shadow, and I wanted something that could be a challenge to texture and carve detail into. For now, however, here's the first stage of my modeling efforts: This is the bare-bones, low-poly version of what I intend for the piece. The proportions need some thorough tweaking before I move on to high-poly sculpting in Zbrush, and I plan on expanding this base to include the entirety of the pictured geometry.
More soon! |
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May 2018
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