Some interiors. The Dungeon is this underground room where the main character uses this teleportation device to travel. I didn't design the device, but later I will post props that I design for this scene, including a new control panel to replace the basic box the other artist created. I made these scenes with 3ds Max and painted over/textured in PS.
The Alcove is the more "friendlier" teleportation device that most other people use. Still not allowed to give out too many details. But the alcove is in the upper levels of Purgatory.
Here are some props; starting from the more recent designs for the Polyandrium project, vice starting with the older stuff like I with the environments.
Getting started on another. Did some thumbs harped on the idea of carrying silhouette. Something that seems to be getting lost, often with students such as myself, because we as humans tend to lean toward certain shapes we like. Instructor chose the one circled in red obviously.
Here's the start of the ship design. As mentioned in the WAYWO thread, this is the just the start. I plan to do a cross-section of this guy and some interior sketches. Wanted to make something cool, seemingly new, and certainly less BORING that what is in my painting.
Entrance of the gave where the ship has run aground. Hero starts journey here blah blah blah.
Finishing up the main floor of the "Arrival" level design I was working on. The Stairwell in the previous drawings leads to and ovular inner-city structure.
Aerial cross_section
This is the Dragon Altar vessel. Slight repost, this one has some cross-section goodness though.
Getting back to other things:
Got a greenlight from my director for some more prop ideas I had for his film project. Still in the post blue-sky phase. Like the rest of the props on my folio, this is made from found objects which is why there are different paints, level of corrosion, etc.
Everything here is hand drawn first on paper and then brought in for render in PS. I've been doing this a lot the last month or so. Good work flow. Maybe this weekend I'll post some pen sketches. I do everything is pen or brush to force myself to try and make fewer mistakes. If I flub up I can always correct it later, but it's a good mentality to think the screw ups are the end of the world sometimes.
Made me a truck for a story I'm working on. Cannibals ride around in it hunting kids and stuff. Rawr!
Really liking those scene slices. Gives a better understanding of the terrain material.
I'm basing most of my digital stuff on drawings nowadays as well and it really put some flavor to the work.
Wanna see your pen sketches!
Your usage of textures is pretty balanced and integrate with the objects well although I think you could tone it down on the distant atmosphere as the noise kills the depth a bit. Thinking in particular of the forest scene.
Just noticed the reflection in the water. That's a very strong component to sell realism/believability, that and cast shadows I've noticed.
Your usage of textures is pretty balanced and integrate with the objects well although I think you could tone it down on the distant atmosphere as the noise kills the depth a bit. Thinking in particular of the forest scene.
Just noticed the reflection in the water. That's a very strong component to sell realism/believability, that and cast shadows I've noticed.
Sorry, AimBiz, I didn't even see your comment last time I posted.
Thanks. It's hard when the forest floor is covered with dead branches and leaves though. I tried finding a good balance for the depth and noise, but I'll have to keep what you said in mind next time. I Appreciate it.
Replies
The Alcove is the more "friendlier" teleportation device that most other people use. Still not allowed to give out too many details. But the alcove is in the upper levels of Purgatory.
The first shot I didn't use any 3D, but the rest use it to some degree.
My website BTW:
http://www.emcnealdesign.com
Moving forward with advanced thumbnails.
Enjoy!
Some Environment work:
Bonus Studies.
Here's the start of the ship design. As mentioned in the WAYWO thread, this is the just the start. I plan to do a cross-section of this guy and some interior sketches. Wanted to make something cool, seemingly new, and certainly less BORING that what is in my painting.
Entrance of the gave where the ship has run aground. Hero starts journey here blah blah blah.
More coming this weekend!
Thinking about doing some of it in Cryengine 3 for personal practise, if you dont mind
Please, go ahead. It's not Mayan though, It's Cambodian. Just FYI so you can get the correct references and textures.
Aerial cross_section
This is the Dragon Altar vessel. Slight repost, this one has some cross-section goodness though.
Getting back to other things:
Got a greenlight from my director for some more prop ideas I had for his film project. Still in the post blue-sky phase. Like the rest of the props on my folio, this is made from found objects which is why there are different paints, level of corrosion, etc.
Everything here is hand drawn first on paper and then brought in for render in PS. I've been doing this a lot the last month or so. Good work flow. Maybe this weekend I'll post some pen sketches. I do everything is pen or brush to force myself to try and make fewer mistakes. If I flub up I can always correct it later, but it's a good mentality to think the screw ups are the end of the world sometimes.
Made me a truck for a story I'm working on. Cannibals ride around in it hunting kids and stuff. Rawr!
Modular prop/set dressing stuffs.
I'm basing most of my digital stuff on drawings nowadays as well and it really put some flavor to the work.
Wanna see your pen sketches!
Some environments I plan to do this coming week.
Here are the sketches for some of the slices from last week:
Hope you enjoy!
Just noticed the reflection in the water. That's a very strong component to sell realism/believability, that and cast shadows I've noticed.
[/IMG]
Sorry, AimBiz, I didn't even see your comment last time I posted.
Thanks. It's hard when the forest floor is covered with dead branches and leaves though. I tried finding a good balance for the depth and noise, but I'll have to keep what you said in mind next time. I Appreciate it.