not nearly enough of this in my work, which is odd since i do enjoy it..let's see how many I can crank out..
Wednesday, August 17, 2011
Wednesday, August 10, 2011
Wednesday, July 27, 2011
Pulp
I really should have been a pulp artist. There's really no other job where you can paint such outstandingly ridiculous subject matter and get paid for it, with the possible exception of concept artist. It's also interesting to note that it's nearly impossible to try to mock the genre because whatever dumb idea you're thinking of, some poor uncredited shmoe in the 30's already did it, and dumber.
On another note, it's been ages since I've painted anything this directly in photoshop-I highly reccomend it...no filters, gradients, or masks..just one layer and your favorite brush. Just like in the good old days, except without the toxic chemicals.
On an yet another unrelated note, I seem to have acquired the power to conjure Lee Van Cleef at will, so I have that going for me too, which is nice. I hope this power comes in handy some day.
On another note, it's been ages since I've painted anything this directly in photoshop-I highly reccomend it...no filters, gradients, or masks..just one layer and your favorite brush. Just like in the good old days, except without the toxic chemicals.
On an yet another unrelated note, I seem to have acquired the power to conjure Lee Van Cleef at will, so I have that going for me too, which is nice. I hope this power comes in handy some day.
Thursday, July 7, 2011
Gardens of Babylon
I have gazed on the walls of impregnable Babylon,
along which chariots may race,
and on the Zeus by the banks of Alphaeus.
I have seen the Hanging Gardens and the Colossos of Helios,
the great man-made mountains of the lofty pyramids,
and the gigantic tomb of Maussollos.
But when I saw the sacred house of Artemis that towers to the clouds,
along which chariots may race,
and on the Zeus by the banks of Alphaeus.
I have seen the Hanging Gardens and the Colossos of Helios,
the great man-made mountains of the lofty pyramids,
and the gigantic tomb of Maussollos.
But when I saw the sacred house of Artemis that towers to the clouds,
the others were placed in the shade
For the sun himself has never looked upon its equal outside Olympus.
- Antipator of Sidon,
c. 2nd Century BC
Thursday, June 30, 2011
Wednesday, June 1, 2011
playing around
Here's a quick landscape exercise from this morning...nothing fantastic but blobby alien guys floating through the sky is always fun.
The interesting thing is during the course of trying out some techniques, I stumbled onto this effect which is just the threshold filter:
I can think of about 7 jobs this effect would have really been great for...ah well...better late than never.
The interesting thing is during the course of trying out some techniques, I stumbled onto this effect which is just the threshold filter:
I can think of about 7 jobs this effect would have really been great for...ah well...better late than never.
Saturday, May 28, 2011
Saturday, May 14, 2011
Wednesday, May 4, 2011
Wednesday, April 20, 2011
From the archives
Today we have some recently declassified concepts for a project from the good folks at Villian LLC.
Character design for games is always a tricky affair because there's a balance between tech and aesthetics that must always be watched. This becomes even more pronounced when the game is for the iPhone. Fortunately, with a strong AD, as they have in Tim Nice, it's possible to find a middle ground between being shackled by poly counts and joint limitations, and the crazy machinations of the concept artist ( what if we put rocketpacks on their feet and they could jump all over the place??)
some human trooper armor
and some crazy aliens
the tech restrictions really hit the alien designs more because all of the interesting things that would set them apart required more resources..so Tim chose to emphasize the surface material, since the shaders were the one thing that the engine was fairly forgiving in. A bit of that process can be found below:
personally, I'd have gone in a different direction with the heads, but in the end I think we got some pretty interesting designs out of it.
Character design for games is always a tricky affair because there's a balance between tech and aesthetics that must always be watched. This becomes even more pronounced when the game is for the iPhone. Fortunately, with a strong AD, as they have in Tim Nice, it's possible to find a middle ground between being shackled by poly counts and joint limitations, and the crazy machinations of the concept artist ( what if we put rocketpacks on their feet and they could jump all over the place??)
some human trooper armor
and some crazy aliens
the tech restrictions really hit the alien designs more because all of the interesting things that would set them apart required more resources..so Tim chose to emphasize the surface material, since the shaders were the one thing that the engine was fairly forgiving in. A bit of that process can be found below:
personally, I'd have gone in a different direction with the heads, but in the end I think we got some pretty interesting designs out of it.
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