The Art of Dead Space [Series]. Part 2.
Another art book two part series, this time, for those Dead Space fans out there! :) I had received this art book earlier on last week but chose to share the Uncharted 2 one first. I’m sure I’ll be posting more art books in the future as I get them.
Being a huge fan of the [Dead Space] series, buying this art book was personally a no-brainer. I’ve loved the 3D environments in all the games, but my favourite by far was in Dead Space 3. The art team really captured the feeling of what a derelict ship and a colony on a frozen planet from 200 years previous in the storyline looked, and felt like. The departure from the futuristic technology in Dead Space 1 and 2 was a welcome change, and the 1940’s - 50’s mechanical vintage style made it feel that much more atmospheric.
The art book showcases a variety concept art for the main characters, enemies, necromorphs, weapons, graphics (signs), environments and even the in-game Peng advertisements; It also shows helpful and important elements for 3D artists, including a deconstruction of the engineers helmet and how it would animate and enclose over the wearer’s head. Unfortunately there’s no 3D models to speak of, but plenty of concept art to get you in the mood to do 3D.
To any of fan of Dead Space, I would recommend this book in a heartbeat.
(This art book is available for purchase on Amazon).
Enjoy!~
The Art of Dead Space [Series]. Part 1.
Another art book two part series, this time, for those Dead Space fans out there! :) I had received this art book earlier on last week but chose to share the Uncharted 2 one first. I’m sure I’ll be posting more art books in the future as I get them.
Being a huge fan of the [Dead Space] series, buying this art book was personally a no-brainer. I’ve loved the 3D environments in all the games, but my favourite by far was in Dead Space 3. The art team really captured the feeling of what a derelict ship and a colony on a frozen planet from 200 years previous in the storyline looked, and felt like. The departure from the futuristic technology in Dead Space 1 and 2 was a welcome change, and the 1940’s - 50’s mechanical vintage style made it feel that much more atmospheric.
The art book showcases a variety concept art for the main characters, enemies, necromorphs, weapons, graphics (signs), environments and even the in-game Peng advertisements; It also shows helpful and important elements for 3D artists, including a deconstruction of the engineers helmet and how it would animate and enclose over the wearer’s head. Unfortunately there’s no 3D models to speak of, but plenty of concept art to get you in the mood to do 3D.
To any of fan of Dead Space, I would recommend this book in a heartbeat.
(This art book is available for purchase on Amazon).
Enjoy!~
Today I learned how to use ZBrush for the very first time and this is what resulted, a head sculpt, which is also something I’ve attempted for the first time as well.
I watched the introduction tutorials by ZBrushWorkshops to guide me through the UI, brushes and overall process in creating a head sculpt such as this. I’ve learned a lot from doing this practice sculpt, about the forms and anatomy of a face and the shape of a head.
I’m very proud of myself, well done Alex! :D Next up, learning hands.
misschompers asked: Hey, thanks for sharing those images from the Uncharted 2 Artbook! I plan on buying it on Friday, so it was nice to see some of it beforehand. :D
Yeah no problem, I’m glad you liked it so much :D The art book is well worth it in my opinion, just a shame the fancier ones (with fancy covers) were so expensive at the time :/ Bit disappointed there’s no art book for Uncharted 3, although there’s one coming in June for The Last of Us, which I’m looking forward to.
The Art of Uncharted 2: Among Thieves. Part 2.
For all you Uncharted lovers out there, this two part series is for you :) I thought I would finally share some of the art in the Uncharted 2 art book, which I bought quite a while back.
The photos are from various sections in this art book and cover a wide range of areas in current game development; including concept art for both characters and the environments, 3D models and sculpts of the characters, environment design, prop design, weapon models, 3D environments, cinematics and of course, post processing effects.
In fact, there’s so much awesome content in this book, it’s made it very hard in determining what to show. Overall it’s very useful to an aspiring artist and I would recommend people who are in the field of 3D or 2D art, or even the fans to go and buy it.
(This art book is available for purchase on Ballistic Publishing’s website).
Enjoy!~
The Art of Uncharted 2: Among Thieves. Part 1.
For all you Uncharted lovers out there, this two part series is for you :) I thought I would finally share some of the art in the Uncharted 2 art book, which I bought quite a while back.
The photos are from various sections in this art book and cover a wide range of areas in current game development; including concept art for both characters and the environments, 3D models and sculpts of the characters, environment design, prop design, weapon models, 3D environments, cinematics and of course, post processing effects.
In fact, there’s so much awesome content in this book, it’s made it very hard in determining what to show. Overall it’s very useful to an aspiring artist and I would recommend people who are in the field of 3D or 2D art, or even the fans of Uncharted to go and buy it.
(This art book is available for purchase on Ballistic Publishing’s website).
Enjoy!~
A tree sculpt I had intended to use as practice to see if my workflow for making trees could be improved. Instead of drawing a tree, scanning it, then extruding the branches manually in Maya; I used the EP curve tool to form the basic shapes, then used the top of a cylinder and the ‘extrude along path’ technique to create the branches. I tapered the branches and optimised them for sculpting which involves adding edge loops to get near-enough square polygons. I planned to have this done in a few days, but it’s taken me a 6-7 hours spread out over two weeks - mostly due to the hot weather here in Melbourne and the lack of AC in my room ;-;
Playing around with some new lighting in Marmoset using my Drake’s Fox model. Tweaked the Francis Drake ring to make it look more metallic rather than plastic-y with this lighting setup. Did some slight post work in Photoshop. Really happy with how this looks :) See the real one here.
Just testing out nDo2, as I’m considering buying it for use in my texturing workflows later. Using it on a tree I created a while ago for Influx. Not sure if it makes it better or worse, but what I am sure about is my current workflow holds up pretty well against this powerful tool. What do you think?
A little graphic design work I did today to try help me get back into the mood to design, and potentially crank out some 3D too. This is a series of wallpaper packs (from WipEout HD) which I’ve redesigned and based off of the graphic elements used in WipEout 2048’s menu and GUI. The idea was to focus on the content in each pack, while keeping a clean, simple and vibrant look. Here’s links to each pack; Alpha, Beta, Delta, Gamma and Omega.
Enjoy :D
This is my Worktime app for Windows Phone, which is currently in prototyping stage. The app itself has various pieces of functionality currently built for testing such as a cut-down version of recording and stopping time, as well as the history page. Functionality for adding, editing and deleting time has already been tested and is working well. Diagonally adjacent to Worktime, is the other app I’ve helped create - Fine and Sunny.
A set of rope bridges I created for one of InFlux’s environments. Each bridge was custom made using a modular approach to the design. I experimented with the design of the bridge as well as the placement of the rope and how it would be hung. I ended up redoing the rope models and texturing several times during the course of constructing the bridges, as the rope texture was muddy and I was generally unhappy with how it looked overall. The rope’s texture and resolution was something I found most difficult in creating these bridges. In the end I split the rope up into sections, then joined them end-on-end to make it look like one long piece. The entire bridge uses a single texture map.
Here’s some screenshots from the upcoming indie-game, InFlux, which features some of my environmental asset work. All trees, ferns, grass, tree logs, tree houses, rope bridges, some rocks, and the volcano were created by myself. I also created the distant island, viewable from the Volcano.
Level design, asset placement and lighting was produced by Joe Wintergreen-Arthur. You can follow Joe on twitter here. Please help us spread the word and vote for our game, InFlux on Steam Greenlight here.
Model of a volcano I finished a few months ago and figured I should post it while I have time. Similar to the trees, I used projection painting in Mudbox to apply the textures, then touched them up and used Photoshop to blend the textures together. I’m quite pleased how awesome the rocky parts look, while not so much about the dirt areas and the grass. I used references and concept art as a guide to colour the volcano - which is something that probably needs a bit more work. One thing I found challenging with this model was trying to get a sense of ‘scale’ with the textures while using a 2k map.
The finished tree models I created to replace the existing placeholder trees used in InFlux. The trunks are highly optimised using several ‘subdivision levels’ of sculpted mesh to get the best looking shape while keeping it relatively low poly. I’ve used my own leaf textures for the leaves. I’ve used Mudbox to projection paint the textures on, saving both time and the hassles of texturing manually. To get more ‘interesting’ looking bark, I’ve used two or more textures and blended it together in Photoshop, creating an interesting pattern. Unlike the Redwood trees, these trees use their own trunk textures while borrowing the leaf textures from a separate map.