Sunday, December 11, 2011

Meet Bomi

I took some time off from my work on the Swugs to build a present for someone :)
this is Bomi the panda! she spends her time sleeping until she gets hungry!

this isnt the last youll see of her and look forward to meeting her pups!

in regards to the actual construction, i still have to find a way to hide fold lines. other than that. not bad for a 5hr construction w/o a preliminary fold test. definitely look forward to making a line for her!

Wednesday, November 16, 2011

Terminator

As things come to a close with production on my swug line im looking forward to the next project. ive decided to do a reboot of the original cast of terminator. im a huge fan and watch the movies regularly.. even watched the show!

I did a quick study of the style i want to go with. something simple and comicy with my own flavor. im sticking to characters from the first movie because they are the most iconic and 4 is an easy number of assets to be generated but still quite a handful.

in terms of paper this line will consist of singles, duets, and fuel lines. as im not sure of copy right issues these will be available as rewards for those who spend certain amounts of money on other products ill be selling! 

my plate is full for march..Its gonna be Kick-Ass tho!

hope you like!

(and for those who are curious ive included the 5 step process that ive translated from my traditional pen and ink style. LOVE digital but id be no where with out the tradition as a back bone)

Tuesday, October 18, 2011

Swug 2.0 fold-up

here are photos of the initial Swug fold-up test. the test was done to determine capability of fold and determining  what changes need to be made to mesh/pepakura. There are minor changes that need to be made. this fold up is a LIL rough around the edges but im very satisfied in the time taken.

you can see all the pieces in the top left before i folded and next  you see the tools used. im excited to move forward with the other 11 swug designs as well as any up and coming projects. its been a long road coming up wiht a workable solution for simple but readable geometry that translates easily to pepakura. now that the pipeline is solidified, skies the limit.

Tuesday, October 11, 2011

swug 2.0

closed in on my swug line for emerald city comiccon. had a huge list of things id like to do but need to narrow it down to a few things! runnin outta time. but the swugs come first. ive attempted alot of styles and am definitely happy with this simpler pipeline. it all comes down to the folds. most other folds have been too intricate for the average human being to wanna take on so.. im goin for a way more simplified structure. hope to lock in the paper model in the next couple weeks or so!

Wednesday, July 20, 2011

Swuggels-swugs for short



starting work on the fully customizable Swuggel Papercraft line. prepped  template to be tested in fold up for pepakura. heres a look at it as well as some other studies ive done in the past which i am now incorporating into the 3d design.

It will be a stand-alone (DIY) Figurine with a stand that is converted from the box. once you fold the figurine up you set it on the box and place it somewhere for convenient viewing.

the idea is to have a creature that can be fully customized by some one. you will be able to choose: gender, body type, age. horn type, teeth hair, texture, and add-ons. add-ons will be based on a specific role a swuggel would be in the tribe. hunter/fishermen, gatherer, planter, chief, etc. my goal is to create enough types to amount to an entire village with a hierarchy, equating to a vast collection.


After i finish the test fold and am satisfied ill go back in and ad colors. this approach saves costs on printing due to the multiple fold passes.

Monday, July 18, 2011

random digi paint stuffs


some random digital paints.

-Random digital renders for shortening/familiarizing the color pipeline.
-Armor Concept for a Hi Res model i was doin back in 2010 before i lost the sculpt file.

Sunday, June 26, 2011

Pepakura unwrap

took longer than anticipated to produce the flats for folding. but they re done and im currently cutting. what you see here is a view of the flattened pieces with their flaps. they are arranged to print out 8 11 x 17 images or to be divided in half to print 16 8.5 x 11. the right image is a 3D view in Pepakura of the Model in its pieced up state.

created the box, since im cutting so many pieces and have no where to put them. You ll see that hopefully on the next update when ill have some photos of all the pieces cut out and chillin in the box.

Thursday, June 16, 2011

Mr Magnetic update

got the mesh completed. took a lil longer than i hoped but the first of a line is always like that.
The character line is titled "heroes villains and renegades" thus the labeling on the stand.

Friday, June 10, 2011

Mr Magnetic


Reviving a character i created in college named Mr. Magnetic for my super secret classified prototype project.

A second rate super-hero wash-up who looks to make a return to crime fighting with his innate ability to control metallic objects.

costume design, head study, and over-all style guide.

Thursday, March 24, 2011

Sketch Dumplets

been a while since i posted any thing so i thought id throw up what ive been up to the past few weeks.

The First are some initial sketches for a mech character that i will be entering into the esteemed 'Dominance War'. its name is K80.3. trying to keep it rough and focus more on form and functionality before i go in and make the lines pretty and straight. initially i was considering a bipedal design but it quickly got boring. ill move my focus next to its main weapon and the back compartment, establishing how the helicopter elements will be integrated effectively into the main design.

multiple arms with articulating appendages lend to combat versatility. elements of military helicopters will provide excellent agility, maneuverability and give the advantage to preemptive striking. Its combat strategies orbit the idea of striking the target from air, landing & quickly neutralizing said target.

The Second is a study of Mr Magnetic. A second-rate super-hero wash-up, who has returned to answering the call for justice, using his power to control objects, he rids his neighbor hood of crime. Ill go on to do a model sheet of him with a full turn around..after D-War :)

Thursday, March 3, 2011

Art Test



these are images for an art test. content requested by client for a better idea of style capability

i spent a few hours all together on both images. one to show stylized sushi. the other a variation of hair styles.

Wednesday, March 2, 2011


finished out the rough concepts. here is a closer look at the sword, scabbard and cape.

tomorrow i will do some flat black and white line work of the armor design which will aid me in quickly establishing clean, concise normals in photoshop; leaving me to sculpt only wrinkles, dings, scrapes, dents, and tears in zbrush.

im also considering painting out a few in-depth studies of each material the model will be using: leather, fur, chain mail, plate mail. gold & iron, etc. which will help me in the texture process. once that is complete i should have enough info to get started normal mapping.

no need for a model sheet since im painting over low mesh.

Tuesday, March 1, 2011

Rakkt Lan update

spent some time yesterday painting over the new mesh. gonna move on to sword, scabbard, and cape.

Monday, February 28, 2011

Old School Mini Comps





these images are from a few mini comps that i partook in a few years back when i used to frequent Gameartisans, an online art forum. Fun little exersizes :)

1. Mini Zech-A mini version of my Dominance War entry, previous to this comp.
2. Cloust-A chibi version of a dark knight.
3. Zangief- A well known character.
4. Olias the Pirate-A rough illustration for a 2D mini comp

Assassins Creed 3DS


 
 
several characters from a Great title that didnt make the cut.

The black suited Ezio was the initial model made from reference provided by the client but was scrapped after a change in suit design, at which point the white version was made.

The enemies are 2 of the 5 or 6 characters i made. The textures are res'd down from painted 512 maps and the geometry is reduced to "safe" margines. each produced in under 3 days a piece.

and lastly Ezios eagle. 400 polys 1 256 painted with the expectation of being seen from a distance.

overall production time around  20 man days, the majority of time going to main characters.

Sunday, February 27, 2011

2D art test


an exercise asked of me to show my style flexibility and technical approach. I was asked to create legionaries in 2 different skews targeting 2 different demographics, while spending only a couple hours on each piece. i was given a style guide and technical reference for both skews. color was not required for the male. only a simple pass for the female.

Friday, February 25, 2011

Rakkt Lan update

Spent a few hours yesterday building a base mesh. the next step will be a rough paint over to further the silhouette. clothe garnishings, straps, buckles, armor details and the likes.

Thursday, January 27, 2011

Rina

the lovely, Rina. Spent a few hours on this one. rusty at painting but its like riding a bike.

digi sketching


speed sketches. tryna keep it rough.

Thru the Lens

I took this at Bryce canyon. a very.. Elevating experience! i stood on the very rim of the bowl looking down into the great canyon. shot thru a Tilt Shift lens. check out the full size.

Wednesday, January 26, 2011

Day 5 - concepting

still concepting out the armor and will move on to the weapons soon.

Monday, January 24, 2011

armor concepts

gonna go in a separate direction and concept out some armor.

BlendShapes

skipped rigging to save time. 3 shapes created.

Sunday, January 23, 2011

secondary additions

added tattoos and gold jewelry to push asymmetry of the face.

phase 3
head and facial rigging for facial blend shaping. then proceed to blend shapes based off rough concepts.

Rakkt'Lan -Phase 2


Phase 2- Establish UVs. Export from Zbrush. export maps from XNormal and prepare in Photoshop.
In Maya: Set up lighting. establish materials w/ default textures.
once done pursue further establishment of textures.
approximately 2 days.