Sketchbook: JunkieKong

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  • JunkieKong
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    JunkieKong greentooth
    Here's a monster sketch from the other day.... started off as some kind of spider hybrid and ended up becoming a zombie like a lot of my stuff. Think I might have a fixation.

  • JunkieKong
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    JunkieKong greentooth
    Over the weekend I made this piece for a Meat Boy fan art competition. Probably spent the majority of the time mucking around with settings trying to figure out RenderMan but I think it turned out pretty well. Do me a solid and vote for it in the competition on Facebook here. Cheers.

    Oh, and just in case - I made a 1920x1080 wallpaper of it too.
  • JunkieKong
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    JunkieKong greentooth
    I had better make a post about the game I've been working on for the past yearish, because its now on Steam in early access! It's called Phantom Halls and it's got spook. I was the 3D and texture artist on it - even ended up doing a bunch of concept art for it later.
    Truth be told I haven't even played it yet, I can only vouch for the weird art I got to make, it's been fun to work on and some good stuff is planned ahead.



    At some stage I should put up a closer look at some of the models and concepts.
  • JunkieKong
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    JunkieKong greentooth
    I was commissioned to make this modular dungeon kit for a game project - it's pretty barebones and generic but these little sets are fun to make. The presentation scene was rendered in Marmoset. Better res pics on Artstation.


  • JunkieKong
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    JunkieKong greentooth
    That weird monster head I started has been sitting around for a while, so I decided to keep mucking around with it - here's where it's at now. If I keep working on it, I'd like to do a dirty retopo and have a go at painting a texture for it.
  • JunkieKong
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    JunkieKong greentooth
    I've put a bunch of work for Phantom Halls on my Artstation including characters, props, environments, so check it out here: https://www.artstation.com/artwork/kdVwx


  • JunkieKong
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    JunkieKong greentooth
    More Phantom Halls work, specifically for an Evil Dead content pack: https://www.artstation.com/artwork/borln


  • JunkieKong
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    JunkieKong greentooth
    I've been very busy since the Riot art comp, but work is settling down so hopefully I'll have time to post some more stuff soon!
    In the meantime here is something that might help someone else who like me, has been manually baking gradients for their characters - wasting too much time in Maya, when it turns out you can do it in Toolbag 3 almost instantly!
    I'm sure it will be super obvious to people who already know about it, but I'm just mad that I've been using Toolbag for ages and only discovered this a few days ago.

  • JunkieKong
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    JunkieKong greentooth
    Whoops forgot to post this here - I got my Riot contest dude animated and working on Sketchfab, which is pretty neat.
    model

    I don't really enjoy rigging, but it's definitely good practice to punish yourself and do a decent job of it.
    Here's the full presentation on Artstation

  • Polynaught
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    Polynaught polycounter lvl 6
    Love everything in this thread. Starting with your honest first works and ending with this airplane giving me some Sea Duck vibes. Keep it up.
  • Seth389
    I'm so bad at keeping this up to date... here is something fun I made in Blender 2.8


    Lol nice!!! Huge megaman legends vibe going on here.




  • Justo
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    Justo interpolator
    You have some great stuff Patrick! If you could more about how you achieved that pixelated render look within Blender 2.8, I'd love to read that :) 
  • JunkieKong
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    JunkieKong greentooth
    @Polynaught thanks for checking my stuff out, definitely have come some way since when I first started! The progress would look better if I hadn't neglected this thread so much...

    @Seth389 that MM Legends aesthetic was something I wanted for sure!

    @Justo I'll show you my settings in Blender, it's really nothing special. Had to create a most basic material to get the unlit effect, make sure there is no texture filtering on the image, and then render settings was mostly making sure anything fancy was turned off, minimum samples etc. One thing that tripped me up was the colours were all wrong at first and I thought it was some messed up linear vs sRGB thing going on, but actually was this bloody "filmic" setting in view transform which is on by default! Besides that it was just a matter of rendering at basically the lowest res that it still shows details (256x256 in this case) and then scaling the images up when exporting for the final presentation (make sure you don't use bicubic interpolation etc to retain the crunchy pixels).


  • Torch
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    Torch greentooth
    Love your evil dead piece.

    "This.... is my BOOMstick!" 
  • evgeny_h
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