From figure drawing today. I need to work on creating better head structure! 15 min each, charcoal on newsprint.
Friday, April 27, 2012
Some Heads
From figure drawing today. I need to work on creating better head structure! 15 min each, charcoal on newsprint.
Tuesday, February 21, 2012
Portrait Sketch
Color sketch from tonight, used a still from Game of Thrones. I've been feeling like I need to paint more flesh lately...
~1hr, Photoshop and put my Cintiq to good use.
Monday, February 6, 2012
Ringling College of Art and Design
I was invited to come to the "Next Step Career Conference" at Ringling College of Art and Design this last weekend, and I had a great time talking to students, teachers, and colleagues. I was impressed with the quality of artwork as I reviewed portfolios Friday night, and had fun getting to know Moby Francke, the guest speaker at the conference opening. What a humble , sincere and down to earth guy! I spent all day Saturday with Angelo Libutti and Boris Andreev from Digital Domain talking with students at our Concept Art roundtable. These are some seriously hardworking guys that I have a lot to learn from!
The school put on a great event and I hope all the students had as great of an experience as I did!
The school put on a great event and I hope all the students had as great of an experience as I did!
Saturday, August 27, 2011
Visual Development: MMA UK Gym
A friend asked me the other day about the visual development process, so I thought I'd post the process for this gym from the work I did for EA SPORTS MMA.
First, I met with the Art Director for the title, Peyton Duncan. We talked about the direction he's looking for and agreed on this very typical process:
1. Reference gathering. This is an important step that is often overlooked. I submitted images I gathered off the internet for things I thought could be cool, and the Art Director sifted out what he wanted and didn't want.
2. Thumbnail sketches aimed at capturing the fighting style and country of origin. Originally these were going to be black and white, but I ended up adding simple color splashes in to help convey the textures more.
3. Feedback on the thumbnails was given to me by Peyton, and then I did a larger color sketch of the gym. Most of these were just one shot, but the UK gym needed a bit more description. Peyton wanted to go with something that felt like a repurposed pub, warmly lit, older structure and somewhere in the middle of the UK urban jungle.
4. An environment modeler took my sketch and modeled the gym in Maya, solving and fulfilling layout solutions according to the needs of the game.
5. I set up a few wide-angle shots in Maya and rendered them out for the Art Director to choose from. Each gym needed at least 2 shots to show the whole floorplan, and the UK gym had a loft that also needed description. I then rendered the chosen shots in Maya using flat shading and painted over them in Photoshop. One of the useful things from using this process is being able to render objects separately, which saves me the time it would take to cut them out of a single image in Photoshop. Also, I can use an Ambient Occlusion render to quickly put some values in.
The paintings were used as a visual target sent to outsourcers to finish the in-game environment artwork, as well as visual targets for the lighting department. The bottom strip of color swatches is the color script from this gym, which describes the color for the final look of this area of the game.
Remind me to get some in-game screen captures of this gym for comparison of the final. I am my biggest art critic, but please feel free to comment if you found this process description helpful at all!
First, I met with the Art Director for the title, Peyton Duncan. We talked about the direction he's looking for and agreed on this very typical process:
1. Reference gathering. This is an important step that is often overlooked. I submitted images I gathered off the internet for things I thought could be cool, and the Art Director sifted out what he wanted and didn't want.
2. Thumbnail sketches aimed at capturing the fighting style and country of origin. Originally these were going to be black and white, but I ended up adding simple color splashes in to help convey the textures more.
3. Feedback on the thumbnails was given to me by Peyton, and then I did a larger color sketch of the gym. Most of these were just one shot, but the UK gym needed a bit more description. Peyton wanted to go with something that felt like a repurposed pub, warmly lit, older structure and somewhere in the middle of the UK urban jungle.
4. An environment modeler took my sketch and modeled the gym in Maya, solving and fulfilling layout solutions according to the needs of the game.
5. I set up a few wide-angle shots in Maya and rendered them out for the Art Director to choose from. Each gym needed at least 2 shots to show the whole floorplan, and the UK gym had a loft that also needed description. I then rendered the chosen shots in Maya using flat shading and painted over them in Photoshop. One of the useful things from using this process is being able to render objects separately, which saves me the time it would take to cut them out of a single image in Photoshop. Also, I can use an Ambient Occlusion render to quickly put some values in.
The paintings were used as a visual target sent to outsourcers to finish the in-game environment artwork, as well as visual targets for the lighting department. The bottom strip of color swatches is the color script from this gym, which describes the color for the final look of this area of the game.
Remind me to get some in-game screen captures of this gym for comparison of the final. I am my biggest art critic, but please feel free to comment if you found this process description helpful at all!
Saturday, May 14, 2011
Robot Sketch
I haven't been keeping up with artist blogs that I used to visit, and that needs to change. I get really motivated to create artwork when I see what artists like Nathan Fowkes, Erwin Madrid, James Paick, and Goro Fujita are doing. I know with hard work I can become better!
Here is what I did tonight. There was absolutely no development of this character, just a doodle and paint up. Even though there are things I would change about this piece, I had fun, and it was a good exercise!
Here is what I did tonight. There was absolutely no development of this character, just a doodle and paint up. Even though there are things I would change about this piece, I had fun, and it was a good exercise!
Monday, April 11, 2011
Website Update
I have updated content on my website, http://www.digitallunatik.com/
Feel free to explore it and let me know if you find anything amiss!
Feel free to explore it and let me know if you find anything amiss!
Monday, April 4, 2011
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