Hey all!
I'm Dan, and I am currently a student at Champlain College in Burlington, Vermont, wrapping up my final year before they give me that oh-so-important piece of paper. I love digital sketch-booking, so I hope to contribute a lot of feedback and critique to the community, as well as post some of my own stuff! My focus is in 3D game art with some painting ability for sake of mental rendering.
To get started, here's a concept I'm shaping up for my 3D game environments class. We have 8 weeks to render this out fully into Unreal 3. My professor has also lined this up perfectly with the Unearthly Challenge contest... coincidence?
Here's the sketch I started with:
Secondly, here is a main player-vehicle asset for my senior-team-game production / thesis. The first is the concept, the second is the WIP model which I'll post updates to regularly in here for what I hope to be excellent critiques!
WIP - I will post progress of this!
Finally, more on this senior-thesis project, I am the lead artist (and only artist) in this three-man team. We are running a rapid prototype through preproduction, and we plan to start production with an expanded team in early January. Here is a really fast architectural concept for the buildings of the city. This game is a SHMUP (Radiant Silvergun, RAIDEN, Ikaruga, etc.), so the assets have to have just enough detail to suggest there is more than there really is from our perspective bird-eye. Admittedly though, we are incorporating elements that require a camera shift from the standard top-down camera perspective in a SHMUP, deviating to a "Star Fox" cinematographic direction in certain portions of the game.
As I stated in my personal sketchbook, I'm still playing around with colors. A professor of mine says he likes the warmth of the pallet, creating an "oppressive" feel. What do you think? Though color isn't the focus of this concept, I'm glad it successfully conveyed the direction we want!
Consider this thread to be open to constructive criticism and relevant feedback of all kinds.
Should I post more comments on my process and such, also? I'm totally up for doing that.
G'night!
Replies
I plan to post a nice Unity-friendly game model of the WIP ship posted above, also. I got it down to a slick 8500 tris and I'm ecstatic! It couldn't fit better with our project's resource projections, to say the least!
Here’s my current plan of action: the fastest way to conjure an idea to really make this concept kick ass is to induce some crazy nightmares tonight as I sleep. Then, wake up in a sweaty state of freak-out, and start painting again (I’ve actually done this before but the timing is very unreliable).
Any feedback, suggestions, questions on the concept itself, questions about our process, and anything else really is welcome.
I’m kinda’ at a clean-end here and I need to throw in some violence to dirty this m- f-er.
Thanks
In the mean time, I have emerged from my hole in the ground! Here's what I've been doing all weekend:
I'm just in crunch on three projects. So yea, I'm dead.
In the mean time, .
Here are a few designs for the last character concept I plan to work on this college career:
http://www.therealdanpeavey.com/2010...e-last-hurrah/
http://www.therealdanpeavey.com/2010...gress-2232010/
http://www.therealdanpeavey.com/2010/02/concept-progress-223-late-night/
http://www.therealdanpeavey.com/2010/04/demo-reel-april-26/