For the final illustration I decided to go back to traditional hand drawn style, I felt like with all the digital work I had done, I wanted to see the progression of my traditional work!
Friday, December 8, 2017
Thursday, December 7, 2017
environment final
So here is the final shots for the environment piece that I worked on with Marchand Venter!
We ended up cutting scope quite a bit due to time, but I feel like we stayed true to the concept
I ended up diving into substance designer to create the wall textures and the mud
We ended up taking a stylized approach, using larger shapes highlighted with flat color
I ended up lighting the scene, and getting to understand how atmosphere and mood play into an image
Monday, December 4, 2017
Wednesday, November 29, 2017
Monday, November 27, 2017
Wednesday, November 22, 2017
The Thing
John Carpenter was the Director of The Thing. He's directed such iconic movies as Escape from New York, They Live, and Halloween to name a few. His use of blue and pink/orange lighting to illuminate scenes and show drama is incredible. In the end, Child's is most likely the surviving organism, due to him not being around during the final climax and accepting MacReady's drink offer so readily. Though if he was, he would have attacked him outright, unless he was waiting for him to sleep/die to assimilate him. Who can say?
lighting 2
Monday, November 20, 2017
Thursday, November 16, 2017
Beginning of Retrovania
So for this assignment, Marchand Venter and I have decided to team up to create a overall larger piece inspired by alternative future 1980's. Infusing a stylized middle class home setting with an open environment inspired by Castlevania. In this environment we aim to capture the feel of being immersed inside of a freshly bought game, and being melded with the excitement of adventure.
last assignment we had aimed to nail our aesthetic, a fun stylized look with flat colors and the feel of a technologically advanced setting of the eighties. For this environment assignment, when we created the concept for living room, we wanted things to be rooted in appropriate design and function. In this world, the tech while more advanced, did not effect the overall look of the time. While the game system may be able to project an entire digital world, the design functions are rooted in classic console and projector fabrications.
This will help to contrast the medieval and wartorn feel of Castlevania's world. With large bevels and stylized textures, the world will capture the feel of the old platformer while maintaining the overall fidelity of the piece. We decided to take inspiration from from titles such as Firewatch, Fortnite, and the feel of Martin Teichmann's Sunrise.
Current Progress:
We are currently setting up a schedule and time frame for output of assets.
So far we've scoped at one living room, one player start area, and one canyon shot.
to accomplish this we need to create:
-Tileable textures-
-Carpet
-Wood Ceiling
-Mud
-Grass
-Wallpaper
-Castlewall
-Pebbles-
-Effects-
-Bats
-Fog
-Wind
-VR Scan
-Inside Environment-
-Table
-Lazyboy
-Ashtray
-Couch
-Fireplace
-Wood trim ceiling
-Outside Environment-
-Large craggy rock
-Medium side slate rock
-Small rock cluster
-Dirt mound
-Foliage-
-Roots
-Shrubs
-Forefront trees
-Background trees
-Mushrooms
-Landscape-
-Mountain Range/Canyon
-Castle
-Sky sphere
-Moon
-Broken down hut
-Iron Gate
-Tombstone
last assignment we had aimed to nail our aesthetic, a fun stylized look with flat colors and the feel of a technologically advanced setting of the eighties. For this environment assignment, when we created the concept for living room, we wanted things to be rooted in appropriate design and function. In this world, the tech while more advanced, did not effect the overall look of the time. While the game system may be able to project an entire digital world, the design functions are rooted in classic console and projector fabrications.
This will help to contrast the medieval and wartorn feel of Castlevania's world. With large bevels and stylized textures, the world will capture the feel of the old platformer while maintaining the overall fidelity of the piece. We decided to take inspiration from from titles such as Firewatch, Fortnite, and the feel of Martin Teichmann's Sunrise.
Current Progress:
We are currently setting up a schedule and time frame for output of assets.
So far we've scoped at one living room, one player start area, and one canyon shot.
to accomplish this we need to create:
-Tileable textures-
-Carpet
-Wood Ceiling
-Mud
-Grass
-Wallpaper
-Castlewall
-Pebbles-
-Effects-
-Bats
-Fog
-Wind
-VR Scan
-Inside Environment-
-Table
-Lazyboy
-Ashtray
-Couch
-Fireplace
-Wood trim ceiling
-Outside Environment-
-Large craggy rock
-Medium side slate rock
-Small rock cluster
-Dirt mound
-Foliage-
-Roots
-Shrubs
-Forefront trees
-Background trees
-Mushrooms
-Landscape-
-Mountain Range/Canyon
-Castle
-Sky sphere
-Moon
-Broken down hut
-Iron Gate
-Tombstone
Wednesday, November 15, 2017
perspective2
Monday, November 13, 2017
Asimo Final
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