Tragic Kingdom: Issun-Boshi 2 – Modeling

So, the modeling was actually very easy thanks to my prior work on a base male mesh “Kai”. I only had to reroute a handful of edgeloops to get the topology I wanted, and the face was largely pushing/pulling verts to get the desired facial features.

I’m rather happy with how he came out. I’m also waaaay under my poly budget, set at 20,000tris and only coming in at 10k. This is meant to be a one-on-one fighting game, so I have a lot of elbow room with polys, even more considering how under budget I came in for this particular Issun costume (I’m planning several for each character). From here, he’ll be UV Mapped and taken into Mudbox for sculpting and eventually normal mapping. I’ll post those results when they’re ready!

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Deluge! p2: Tragic Kingdom

A few people already know that I’ve been working on a concept for a game; writing out scripts, doing concept art, etc. Well, during my last class (Intro to Games) I decided to take the opportunity to begin developing assets for it. First, some concept work for the first two characters (and the mascots of the game), Big Bad and Little Red:

Red is mostly a WiP, I haven’t quite finished painting her yet or doing everything I want with the background. I won’t go into the storyline yet, but there are many more characters to come based off their original incarnations, which were much darker “fairy tales” than people are probably used to. Who knows, maybe I’ll even inspire a new rating system, complete with hate mail from the AFA! One can dream.

As I said, more characters to come. This house is one of the assets I developed in the games course, created from modular components that were then put back together inside the game engine. Even with an extremely low polycount, it’s amazing what you can do with some decent texture work. Took hours and hours and hours of blending sometimes dozens of textures together to make them unique, but it was worth it. It’s rather pretty for a burned-down, decrepit pit of bad memories. This is Cinderella’s house, by the way. She might’ve ‘snapped’ just a little bit.

The following are just a couple of the additional many assets made over the course of the class for the scene, with more to come, including the house (not yet textured, not sure I’m going to actually need it yet) modeled as pristine and new:

Side note, I took that ornate gate into Second Life just out of curiosity using their new polygon-compatible software. Single digit prims even when blown up to a large size, can you believe? I might have to start taking that thing seriously.

Cinderella, Issun-Boshi, Chi Li and Prince Charming are on the chopping block next, though I may try and get some modeling done on one of these guys before I get too heavy into the concept art for the whole crew.

Deluge! Part 1

Life moves to quickly for it’s own good. Need more time in the day!

So, lots of things to post, going to start with some of the internship work I did first since that’s several months old at this point, and I quite like it.  The internship took place during the pre-production phase of…something I’m not allowed to talk about :[ Or show anyone in its entirety. But I can show off a few things! Thanks to Drew Tolman of Beach Plum Media for the internship opportunity, and letting me post some assets to help develop the portfolio!

Concept artwork:




Above are different iterations of a ship that I did. The first above was the first submitted, however as this is a project aimed at children, it was gradually whittled down into something fun and easier to interpret. These are just the three nicest versions, there were tons of sketches done along the way that I won’t bother posting, but that’s definitely the running theme of everything seen here. The fun part of getting in on the pre-production phase was all the brainstorming that happened, felt great to be a part of that.




While doing that, I was simultaneously working on concept art for the characters, though the Princess and pirate crew are the only ones I’m allowed to post.  The third is what we ended up shooting for, one again something that’s “colorable” and aimed at a younger audience. I took her into Flash once I was done the sketch to clean up the linework a bit.

A few of the beats I worked on, essentially rough pre-pro thumbs of pieces of the story. There’s different iterations of the characters throughout, as we often worked ahead of the process while waiting for green lights on work submitted prior.

There was modeling and rigging work to be had, but unfortunately that involves the main character, who is still under NDA. Was great fun, I’d do it again in a heartbeat!

2d Art!

Thought I’d share some of my 2d art! I actually draw and paint quite often, but my mind is usually all over the place. I write a lot, which leads to more ideas, which leads to more sketches. In other words, I seldom take many of these things to painted completion. I prefer sketching to painting, the latter only happens when the mood strikes me. First up, some fan-art of Taskmaster from Marvel vs Capcom 3. I’m a big gamer, and I do a lot of fan-art of comic characters and game characters. This is the edited, PG-13 version of him. Taskmaster copyright goes to Marvel, of course.

 

And here’s a slightly older sketch, but one I still love. I did this sometime early last year, if I remember correctly. It was just a random sketch, but my friend Scott liked it and decided to lightly sketch in a background for him.

I may post some more another day, we’ll see.