A quick sketch in Photoshop focusing on using tonal values.
Artomancer
Wednesday, June 13, 2012
Thursday, March 22, 2012
Back to UDK
I haven't touched UDK (Unreal Development Kit) in a while, and thought I'd get back to it with some basic stuff. I need to get some environment art going in general, as my focus has been lacking a bit lately. I started this out with the concept a completely closed interior hall, possibly with windows, however, I got the itch to do some exterior work (again, very basic), so I could play with some lighting.
It's a first pass on everything, and will need a lot more refinement. I'd like to get some polish and detail work in, improving on textures, meshes, lighting, and what-not, but I figure it's best to post instead of hiding things away for no one to see.
I went a little crazy with lighting and color, but I've never taken the opportunity to play with extremes, and I had a lot of fun with it.
Below is a screen cap of the mesh in Max, viewport lighting and wireframe visible.
I may take this as an opportunity to play with more tools and settings in UDK to develop a more filled out scene. I've really only scratched the surface of the engine, I'm sure there's far more to be done with it than I know.
It's a first pass on everything, and will need a lot more refinement. I'd like to get some polish and detail work in, improving on textures, meshes, lighting, and what-not, but I figure it's best to post instead of hiding things away for no one to see.
I went a little crazy with lighting and color, but I've never taken the opportunity to play with extremes, and I had a lot of fun with it.
Below is a screen cap of the mesh in Max, viewport lighting and wireframe visible.
I may take this as an opportunity to play with more tools and settings in UDK to develop a more filled out scene. I've really only scratched the surface of the engine, I'm sure there's far more to be done with it than I know.
Monday, February 27, 2012
WoW, a dungeon!
Last year I made some attempts to apply for Blizzard positions (ha, ha...ha), primarily with the World of Warcraft team. Dungeon Artist at Blizzard, for WoW sounded like the most amazing job I could hope for. Maybe it's not utilizing the most cutting edge tech in video game art, but it appealed to me both as a gamer and an artist.
In order to help my portfolio, I opted to create my very own WoW dungeon. It was primarily an art project, but I also played with dungeon layout and lore ideas. I had created a blog for it as well, The Gilnean Project, where I posted about the thought and work process behind creating the dungeon.
Although it's a separate blog/project, I thought I might go ahead and share some screens I added to my portfolio from the project (although, it's still an unfinished project I should return to). Even though Blizzard never showed interest in hiring me, I'm fairly happy with what I made. I've often been told my texture painting skills, as well as ability to create more stylized art is weak. I may have been misinformed.
Thursday, February 16, 2012
Coffee shop sketching
I recently returned to visiting coffee shops for sketching. Coffee, music, and drawing, one of my favorite ways to relax, but I find I have to do a lot of speed sketching in order to capture people as they get their coffee and go about their business.
Here are a few pieces from my little moleskin sketchbook as I get back into sketching regularly.
Time for artomancing!
This is my blog-o-art! I hope for this to be something that encourage me to continue pursing my artistic endeavors, as well as improving my skills as an artist. Perhaps "journeyman artomancer" would have been a more appropriate.
Enjoy the postings to follow...if anyone sees this. Time to make art!
Subscribe to:
Posts (Atom)












