Here is the final product for my weapon concept model project. I had some success with new techniques I attempted with this project. But there were some things I would of liked to fix and could not, due to time.
-Meatmonkey
Progress of the environment shot I am doing for one of my classes. It still has a long way to go before I am happy with it. But the class is more focused on lighting and effects than modeling so I cannot get too sidetracked with it.
- Meatmonkey
One of the classes I am currently taking focuses on lighting and materials. They do not expect much modeling through most of the assignments and keep asking for egg shaped characters. I am kinda of playing with the idea of going to town with that concept. Mainly I am just trying to remember most of my zbrush stuff since it has been a while since I touched it.
-Meatmonkey
I have taken my sword concept and created a turn around sheet for my class. The weapon is pretty much symetrical so it was not too hard in this case. We are expected to model it here soon which I pretty sure I will enjoy. I am trying to decide if I want to further explore other variations of this sword or just some other weapons.
-Meatmonkey
Another pass of refinements I did on the chosen sword silouhuette and started to increase the level of fancy factor on them. I also began exploring other material selections for the hilt areas and played moving it around some. Im going to go ahead and move onto making a weapon turn around sheet for this item next.
-Meatmonkey.
After choosing a single blade I began the refinement process. These are relatively low resolution digital painting so I do not get caught up on try to make a lot of detail. I gradually make the blade more complex usually as I go so I try to start simple.
-Meatmonkey
Been taking care of general education courses but now back doing some art classes. We had to design a weapon and I went with my silohuette styles to knock out the beginnings of a shortsword. I have been wanted to do more weapon designs, so I am happy to do this assignment.
-Meatmonkey
The villain portion of my assignment. Drawing aside, I am not sure if I care for this as a villain. I will explore other concepts for the enemy, but for the assignment this will have to do due to time constraints. I was originally thinking of some sort of dinosaur(s) as the main enemies.
-Meatmonkey
Working on creating a hero and a villain character sheet for my class. I have decided to use the opportunity to flesh out and finish a concept from a while back. So I have redone the character "Bonk" who is a child from the stone ages that uses her club to knock her armadillo companion into her enemies.
-Meatmonkey
Quick animal studies done for a class. I dont have much experience drawing animals and am going to do more. I am thinking it would be better to focus on one animal at a time while doing them and am considering starting with either a horse or dog for the first.
-Meatmonkey
Character turn around developed from a different sketch done for my class. As the project went on eventually I started covering up more anatomy stuff with clothes like I did in this one. I need to practice doing clothing a bit more.
-Meatmonkey
We moved from heads to a full figure. We did full figures and then a cartoon character in the same pose. I did multiples, but had the most fun with this one. Its a dwarf pirate with a cartoon parrot.
-Meatmonkey
The class I am currently in has me working on both regular and cartoon styled images. In this particular assignment we were assigned to draw a head turn around for each. I really struggle with cartoons but am enjoying the challenge.
-Meatmonkey
So its been a while. Life has had me so busy I have not really been touching most traditional artwork for some time. Recently I decided to finish off my BA and needed to do it through online, my only financial available option was AI Pittsburgh. So I have decided to journal the work and have already discovered how out of practice I really am. Anyway, here some hands...
- Meatmonkey
I found this old concept digital speed painting I did for a possible level for the Dreadnaught project. Though the project is dead I did like the painting especially given the fact it was only a couple hours of work. I miss painting, need to do more painting..... (sigh).
This one is technically not complete but will get to it eventually. Either when the project begins to move forward or when my little personal time permits. This guy is suppose to be a long range fighter using advanced optics and a powerful railgun to make others lives miserable.
Another low poly boss model for the Guardian Earth Project. They are starting to get easier to make since I can rework parts of previous textures into the newer ones since they share common schemes. I actually like this one a bit... have a few ideas on gameplay for it too.
I was brought in on a car simulator project to do optimization on existing assets. I did not create these buildings but had to make them more efficient for the game engine. For those who know tech stuff, the game was not running so well at 14k draw calls in unity. After I was done it with the art assets I got the draw calls down to 1200. I think I could of gotten them lower with more time, but there was a steep turn around. So the time to investment ratio was no longer worth the clients wait.
Work in progress of another very low poly model enemy for the Guardian Earth project. Trying to wrap up the project so doing some simple designed bosses for some of them but keep them interesting. This one is suppose to be some sort of mini reactor ship that drags the power of a small star within it.
The Dreadnaught projects hangar bay were players would customize their mech skins and equip them with any weapons they may have acquired. This is animated, but it was not completed yet with the gui interface and everything.
The starting mech for the Dreadnaught game with a the design coming from a multi purpose construction model. The mech would be pretty much your standard across the board stats mech with nothing special about it. But there is nothing ordinary about mech combat!
A low polygon mech for a game that is in the works. Hopefully it will be done soon, but there is no realease date planned at the moment for it. This one is a heavy mech with apparent Russian origins.
A low polygon mech model for a game in the works. This one has been dubbed the tempest and is the king of the skies. Though none of the mechs are planned to be true flyers, this one can stay airborne the longest due to its lightweight, advanced thrusters and high powered hover fan.
There is more I wanted to do but I am at the point where I am getting too much diminishing return on my time for improvement. I am going to go ahead and call it done and move on to other projects which need more attention. Hopefully it is respectable enough to compete with the other entries.
A smaller cruiser for the Guardian Earth Project. I picture this one flying near enemy ships ripping apart the hulls with the winged energy tips on the side. I doubt it will be programmed to do that in game though.
More progress on the vault piece. Starting to explore some of the basic rendering and getting ready to flesh out more of the textures. I doubt I will have the time to get the astronauts in before the deadline since I want to get the rendering down first and I suck at it.
The Vault piece for the monthly Gnomon contest further along now. I am getting to the point where I am touching on texturing and deciding on how to tackle the rendering. I am not a strong technical render and really wish I had Vray to render this. Hopefully it wont be to much trouble since I would like to add some other things instead of wasting all my time figuring out rendering.
Gnomon contest this month is "The Vault", so I am working on an entry despite having little free time. I have always wanted to enter and decided to stop making excuses! Here is my work in progress of my piece and am going Sci fi with the vault being a giant metal globe in space.
A boss for the Guardian Earth project, an asteroid station with lots of fire power. After a lot of work it is finally respectable. Hopefully the project does not stall out like so many others I have been on.
Last player ship for the game (at least at this time), now work on other assets for the project. This one is more of a bomber ship, but we will see. Overall the poly count is really really low, but maybe we can go increase it after we see how things run the way they are.
Another low polygon resolution model for a mobile application game. So much work to do even when they are low resolution like this. Hopefully I get more time in the near future to kick this into higher gear.
Guardian Earth Title screen without the buttons. Hand painted the background and made everything in Photoshop. Not quite done yet and how far it goes will depend on time constraints. Hopefully it will look nice after it is all said and done.
One of the player ships I did for a Ipad based mobile app game. Extremely low rez as all the assets for the game are, but they are tiny on screen anyways. The name has been changed since it was completed, so disregard that.
A pair of ships for a side project I am working on. Probably will be making technical edits later on and want to primarily get it working well for mobile development.
Been quiet lately... but really busy. Concept sketches for some space ships and some them will be turned into really low ploy models. Will try to start posting more regularly again now that things are starting to form into more of a routine.
My concept done for a monthly concept group. I was originally planning on duplicating the grayscale bust of this and doing multiple costume designs. But ended up just practicing color painting on it. It is far from good since I drifted from my original plan the painting came out pretty stiff, but I was happy with the lessons I learned from painting it.
I have learned the value in not caring. I figure whats the worse that can happen... another failed piece of art. So I have begun blocking in the background more and played more with some experiments. Overall I am not sure if I care for the direction it is going, but heh.... thats the beauty of not caring. Lets see what happens.
Did not have much time to work on the piece in my last session, but wanted to knock in some of the background. I am keeping it light, since I am not sure what I am doing there yet. I want to start adding a bunch more vegetation throughout it and lock down the placement of things before I get too opaque.
So I have decided to go with a dirty watercolor style. Thats what I dubbed my watercolor style sense I make no efforts to preserve the whites. I usually am much more opaque in my watercolor then come back in with another paint like acrylic later to paint the highlights.
This started out an attempt to add a value rendering to my portfolio and utterly failed. So I was in the process of destroying it by erasing all the rendering but liked the line work of the skull. So I decided to start experimenting and redrew the raven back in. Lets see where this goes.
A height comparison chart for a mech game I hope to get done sooner or later. Thankfully making them more realistically smaller will allow for greater design options and more playability as a FPS style game. I hope to eventually do a full comparison chart with all the mechs together when it is possible.
Thumbnails of hands... with thumbs! These are really old actually, I recently finished a sketch book that took way way too long to get through. But anytime that happens it is something worth celebrating for me. Took some pictures of the bearable stuff and put this up here to share.
I know it has been a long while. Have been sucked into many education and game related 3d oriented tasks. We hit an unfortunate snag on the project and we are assessing what needs to be done. This actually was done for an educational posted using assets from the project. So since its for public advertisement I threwh up here as well.
A marine friend asked for me to do a design for a tattoo for him before he is deployed. He wanted the tribal flame thing going on with the USMC letters in the middle of it. I supplied the first draft of what he was requesting. It is heavily lifted from a design he showed me off a beer can.... haha, marines.
A work in progress of the Gun composites based from the silhouette that I did earlier. They are no where near complete, but they should not take too long to do and I will just update it then. After this I will probably will choose one or two of the guns and do a final schematic drawing.
Started out decent, went really bad, then salvaged in below decent piece. I need to do more studies, but I would feel weird posting a bunch of studies here and I do not want to ignore all of you. Must keep pressing forward.
A hobo brawler or a pirate? Who knows, but it reminded me a bit of a younger version of Uncle Rufus from Boondocks and thus named him so. Just a sketch in hopes to get better at many things I need help in.