Sector D17

Howdy!

I have been working on a video game with a couple of friends from my University. It’s an online shooter, where students duke it out in a cyber-arena based on the Faculty of Computer Science building. Here are some early screenshots:

The game runs in Unity, I’m responsible for all of the art.

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Bike

Howdy!

A few years back I painted a bike for a friend. Now I’ve decided to remake that in 3d:

bike_web

Hope you like it!

A Short Film About Enjoying Things You’re not Necessarily good at

We were assigned a 3d animated film about a tortoise/turtle for a class. Took me basically a whole semester of neglecting most other studies, but I made it ;).

I Had to render it at night on my trusty laptop seriously pissing my roommates off. Very simple scenes in Blender Internal at 1080p took around 2 mins for each frame. That + home-recorded voice-over by my friends and a first-time-audio-editor- me are only a few compromises that had to be made to finish such a project in a dorm room in one semester. The only Top-score I’ll ever get 😀

A poster I made for the Lolz:

Poster

I Hope You like it 😉

 

Morning

Howdy!

Semester’s over, time to make some sweet, sweet love art.

Like this babe:

 

Morning

I’m not sure I’ve ever done a proper portrait before, whatever makes a portrait proper. Anyhow, I’m quite happy with how it ended up considering it was just supposed to be a game asset at first, the hair probably shows the low-poly nature of the beast.

I’ll post something new soon! Or not. I don’t know.

Impostor

Howdey!

So I bought a new tablet. I figured It’s high time to get something more professional since it seems I’m getting more and more serious about 3D. Wacom Intuos landed on my desk (or lap, cause it’s wireless).

Around that time I got asked to draw some cards for a location-based game called Impostor. Now, digital painting is really not my shtick, so I proposed referring to someone who, You know, CAN actually draw really well. After a refusal I thought it would be a great way to test the new tool before doing something more serious.

I like comic books, especially the gritty, pseudo- mature ones. Probably because of the teenage angst that I have not, nor most likely ever will grow out of. I let this and Noir- influenced media inspire me. I write Noir- influenced, cause I’m way too young to have ever been there for “The Maltese Falcon” and such when they first came out, all the Noir things I saw and like are definitely most-modern. Therefore, I carefully styled the characters so that they could well live in the period the books the game is based on, or be the roles modern players step into.

The three characters are: the Detective, the Killer and the Reporter. Each of them different and therefore portrayed differently. What connect’s them is the (almost?) silly grittiness of the line art and muted colours inspired by Miller’s graphic novels.

Till next time!

Mad Sam; Part one.

Howdey!

So I recently came across this awesome concept and I figured I could do with some training in stylised character art. Since “The hell, I’ve got time” seems to be a motto of mine recently, I decided to run this blog and post progress from time to time, not sure how it’s gonna turn out.

Anyway, I e-mailed the author of the concept for a blessing (Check out his website!) and sat down to sculpting. I’ve always considered a difference between modelling a realistic and a stylised character to be fairly analogical to drawing them, stylised being easier, that is. While I’m probably not utterly wrong I have encountered difficulties that took me by surprise. Here’s a Blender Internal shot:

SAM

First of all, the posing and perspective in the concept does not help at all, unsurprisingly. But in a realistic or semi realistic characters you can always rely on your anatomy knowledge to straighten everything out. In this case I found it much more difficult, because the anatomy is much more sketchy and slightly deformed.

I also found it much more difficult to read a shape of the character, also because he’s just so fat! That’s probably why my sculpt seems a bit more muscular and fit, it helped me define the body parts, I’ll need to work on the likeness.

I tried to model the face in a much more relaxed pose, so it diverges from the concept a bit, but I really want to do a Disney-style facial animation. In general I aim for a nice PBR rendering, mimicking Disney in a game engine.

So yeah, I’m not sure how the model is gonna turn out (and as I told I feel EXACTLY the same about this whole art blogging thing), but I’ll keep posting progress. Feel free to comment, I’ll always welcome constructive opinions. I might be posting other things here, like game’s graphics reviews (Is that even a thing? It totally should be), It all depends on how following months are going to turn out, and if anyone wants to read it.

Laters!