6.24.2007

more linework



I'm pretty much done with the final line work (except for the in coming woman) and the brick on the left wall look off perspectively. I don't know if I told you, but the inventor is imprisoned by the man on the right and making weapons for him. And the woman to the right of him is wearing a translucent burka, which is what that mask around her eyes is for. I redesigned the couple's costumes because they weren't original enough. I thought it would be better to have a more menacing/creepy man and a temptresses.

6.20.2007

Wednesday Night Progress



Some serious revamping and retooling of the original idea. There wasn't a main focus or great composition to name a few of the major problems. This line drawing is roughly halfway done. I still have to finish the egg-shaped storage containers and their engravings, clothing patterns on the figures and a few other aspects/facets of the piece before I move on to coloring. Currently I've got around 30+ hours on this project so far. I'm thinking its going to be just under 100 hours total. I'm going to get as close to realism as I possibly can, which is why this is taking so long, but that's a good thing. I'm really excited about this project, which is what's keeping me going and I can't wait to show off the final product. Anyhow, feel free to give your two cents or anything that you might like to see more of. Thanks for looking.

6.08.2007

Live or Phase (Gray Wash)




Today I added gray values with a wash to the sketch. Next I will add the white highlights. The tops of the tables will underlight the scene, along with the overhead light. The lighting will be yellow/yellow-green. The shadows wil be blue/blue-green. Oh yeah and the robots will be highly reflective and metallic, which should take a lot of time to render out.

6.07.2007

3D Modeling Project

This is my final student project for a beginning 3D modeling class. Your typical electric chair with the guard and the next victim at the door. The lightrays were added in post production to save render time.

Live or Phase (line sketch)



This is just the early sketch and start of a digital painting. Its basically about a slightly crazed robot scientist who has a bunch robots as his servants and everything (kind of like Dr. Moroe to some degree). I mostly just got the idea looking at an outlet and thinking how that might be an interesting face for a robot and then thought of her lover have a plug face to complete the circuit. My favorite part is the robot couple at the bottom and the robot babies being breastfed.

For those of you that know or would like to know, the fembots are inspired by Hijime Sorayama's Robots/Gynoids. The working title is "Live or Phase," which is from the electrical term live, which means live contact, phase, hot or active alternating current from the power source to the equipment.

Anyhow, any feedback or criticism what be much appreciated. I'll post the progress as I work on it. I'm hoping to have it finished in the next two or three weeks.

4.24.2007

Viathan Textures

This post contains textures that I have made this last semester for the "Viathan" game project. There is more concept art below this post and more of my traditional art as well. Enjoy and feel free to post some comments. Thanks for checking out my work.

The textures are my own, but he models were done by other students on the project. However, I did the concept art for these pieces before they were modeled.















3.27.2007

Some of my other art


This is a quick study from a photograph in Graphite.


This is a charcoal study of the female torso from a photograph.


This is a charcoal study of the male torso from a model.


This is a conte pencil study from a model.


This is an acyrilics painting from my senior year of high school (2004). The style was inspired by Alberto Giacometti, a French painter and sculptor (most well-known for his sculpting).


This is another acrylics painting from the same series.


This is yet another acrylic painting from the same series.


This is a 2 page comic book that I made in the Summer of 2005. I was reading a lot of Frank Miller comics at the time and thought I should give this a try. This was done in pencil first and then I went over it with Sharpies.




Horse skull study. I took some artistic license on the back of the left horse skull to make it more interesting. This was done with blue Charcoal I believe.


A Red Devil painting for a Chico State Grad to decorate his office in a Red Devil theme. This was produced in Corel Painter IX.5.


A quick study from a photo done in Mirage.


This is a digital painting produced in Bauhaus' Mirage 2D animation program. Not exactly the most efficient way to paint something.

Viathan Video Game Concept Art

The following are a few peices of concept art from a student made video game project that I have been working on for the past year. Its a 1st person adventure game that takes place inside the body of an alien creature (space whale).



This is a level design for one of the first levels of the game. This level is supposed to reveal to the player that they are inside of something living.


This is a level design for one of the larger levels of the game, Overworld. Its the stomach of the creature. Its the central level of the game and where many of the doors to other levels are available.


These are few of the many weapons designs that we have gone through in the course of this project.


This is yet another weapon design, called "the Wheeler." I based the main circular shape off of a wagon wheel. You see there are 3 energy beams on the top and bottom that create the wagon wheel shape. Those energy beams meet in the center and are catapulted down the barrel of gun by a shock blast valve. The Wheeler has this triangular funnel shape that narrows down the energy beam, which is kind of like a rail gun.
This weapon also has a special attack, which is an unfiltered blast. As you can see in the upper right corner, there is a bolted hinge that allows the triangular funnel to move out of the way. This results in a giant unfiltered energy blast to exit the gun.


This is a health replenisher. Its supposed to be a tumor or growth of some sort inside the creature. By bathing in the sprayed enzymes the player is able to replenish their health and get back to harassing the alien creatures.


This is the Lightning obstruction. One of the key components of the game play is that you have this weapon that carries 4 different types of ammo: lightning, acid, sticky and fire glob. The gun is like a big Swiss Army knife that you use to solve puzzles like the one above. This lightning obstruction is a large sore in the creature that has become infected. You must use your lightning ammo to contract the muscles/tissue of this sore and force out the sore fluid so that you can pass.


This is the exit to the CIA level, which is modeled after the brain. It has a lot of bone materials and lightning moving around it. So I decided to build on the bone look and made the exit door a spinal column that comes out of the skull wall. As you can see the lightning obstruction is blocking the exit and you must use your newly attained lightning ammo to exit the leve.


These are some of the plant designs for the game. A light tree on the far left. One of the first passes at the large organ in the center of "Its Alive" Level. And lastly some small lightbulb bushes.


This is what I call a puddle jumper for the Overwold level. Its like a giant lilypad so that you can cross the liquid areas.


This is one of my favorite creatures for this game. Its called the Flapparay because it is a mixture of a manta ray, a bat and a scorpion. This creature is one of the first aggressive creatures that we introduced to the game to help bump up the intensity of the game. Its supposed to bum rush you by harpooning its tail into the player's stomach and wraps it's wings around the player's head so that the player's view is obstructed while it gnaws on the back of the player's neck. The only way to get the creature off of you is through a melee attack or shooting it off of you.


These are the Globbies. They are tiny little creatures that are easily killed and travel in packs. They are docile unless provokes, which results in the entire pack ganging up on you. The AI turned out great for these guys and they have a really funny personality, which allows them to get into fights with the other alien creatures, but not each other.

I came up with the idea for these creatures from a slinky. I liked the cylindrical shape and even more so, the movement. As you can see, the Globbies have no real top or bottom, which was something that really worked with the slinky movements. This creature also has a spiraling buzz saw of teeth for attacking the player to give them some intensity.


This is the Lasso Door. It is basically a mondo sized Globbie with a lasso tongue. This creature functions as a door to reach another area/level of the game. The player comes across this creature to find it sleeping and like any normal person, will eventually open fire on it. The sleeping giant Lasso Door then awakens and shoots his tongue out like a frog. The player is then quckly pulled inside the Lasso Door, with a major case of wiplash, and now finds themself inside a new environment.

Anyhow, as you can also see there are some crazy shaped objects. These are some of the spawn points that they come out of. My favorite one is the spotted pod shaped one. The Globbies are supposed to be moving around inside, kind of like microwaving a bag of popcorn, they then pop out the top and land on the ground. Its a nice visual, but didn't happen to make its way into the game or at least not yet.


This is another doorway for the lungs level, which was modeled after a human heart valve. THis is one of my favorite doors just due to the color scheme. It is supposed to open and close to show the breathing nature of the level it represents.