Wednesday, November 06, 2013
Hi to all the space nuts from @NASASocial! It was really great to meet everyone and hang out at JPL with real life rocket scientists.
Here's a spaceship painting I did earlier this year in Procreate on my old iPad. It's a rough "master copy" of a painting by the incredible John Berkey that appears on page 44/45 of his collection Painted Space. I was trying out Procreate while also trying to get a feel for Berkey's style and interesting, exciting color palette.
I just got a brand new iPad Air, which will let me work at much higher res than this image, and tomorrow my new Wacom Creative Stylus arrives. I'm hoping the new stylus lets me do production-level work on the iPad.
More to come soon, stay tuned!
Wednesday, August 21, 2013
Hi! Been a while, huh? Well, I got a new job doing concept art at Blind Squirrel Games, so I've been a little busy, but hey, only about 2 months since last update, so I'm 67% faster! (Riiiiiiight.)
Had some time to work on my own stuff, so here's an update. After leaving it for a while, when I opened the image the first thing that hit me was that the parked fighters were looking odd and flat. So, reworked 'em:
Here's a detail of the left one before:
Here's after. Quite an improvement!
Gotta add shadows under it, but it's looking way better than the sketch.
Because it's all about being a better painter, this is all just straight paint. I think I've unlocked the key to making my brain paint without freaking out (besides not using the word "paint"), which is to use only a 100% opacity brush almost all the time. Just lay in flat tone or color, and to detail uprez, zoom in, and use a smaller brush. Seems to be working, because I'm having fun.
More to come sooner than later!
Monday, July 01, 2013
I get some time to work on my own stuff for a change! This one started as the tiny sketch on the upper left of the image below, about 1x3 inches. As I was scribble-sketching the idea for a wedding procession popped into my head so I kept with that theme and did a few more little sketches...
I'd meant to do more of the line work in Illustrator, but it was just taking too long, so I printed it out on 11x17 paper and hand-sketched the rest of it. Still feels better to use the pen - and it's far faster.
Monday, December 10, 2012
Got a nice link today from (multiply pseudonymous) SF author James S. A. Corey, writer of one of my favorite recent SF series "The Expanse":
Since I love to draw spaceships, I sometimes draw ships from books that I like, and sometimes those drawings get to the writers! This fills me with the warms. :)
If you like SF, you really had better read Leviathan Wakes and Caliban's War before Corey releases Abaddon's Gate. I pretty much guarantee you will devour them and still be hungry for more! Find these fine tomes hither.
Tuesday, October 16, 2012
This is a very hi-res model, intended as a hero prop usable in cinematic closeups. Before the ridges it ran about 17K polygons, whereas now it's a bit over 22K.
I imported the model over to modo601 using .FBX format to do these renders, replacing the Maya default material with modo's sort of whitish clay default. Here's a detail closeup of the rear left, showing the complex geometry where the slide, stock and striker mechanism come together.
Lots of great reference images out on the Internet helped me get the details very close to the real weapon. Use reference! Always!
Screenshots from Maya, where I built the model as my final project for the Gnomon Maya Fast Track; here's a clean side view:
And same view with wireframe-on-shaded to show the polygons.
From here, the next step is displacement maps for the Walther logo, a lot of type that appears all over the piece, the little traction bumps on the stock grip area, and the overall texture of the stock which is made of molded plastic with fiberglas reinforcement. It's got a very slight pebbling texture over most of it that alternates with slick flat areas. Bump map will probably be best for that, but the type and logos need to be displacement to "look right."
What I learned from building this is that I really enjoy building stuff like this, in the same way that I like drawing vehicles and other hard-surface stuff. That's good news, as I was worried that I wouldn't; 3D is the way everything's going even in concept art, so I feel like work will stay fun as I transition over!