Saturday, November 7, 2009

Vehemence: END GAME edition

As time passed and the critiques flowed in, I decided to shape my concept more towards an "End Game" scenario. I reconcepted the twin towers in the back, and added a massive fissure leading from the refinery, steam pouring from the site of its meltdown; slum homes falling into the ground. The Vagabond's Aircab home and town eatery sit on slanted chunks of the land, tilting toward a foggy-green-fate.

Wednesday, October 21, 2009

VEHEMENCE -concept


Another time, another place.

There was once a small town, poor and simple. The people lived in peace with each other, despite their lack of money, and struggle to survive.

The town hungered…
…Until one day.

The townspeople found Vehemence, an organic material which can be refined into a power source. The news spread quickly, and the forces of government opted to build a refinery in the slum.
The structure towered over the town. The citizens were offered employment at the refinery, which they accepted hastily.
They were paid only enough to maintain a livable poverty.

But one day, the Vehemence source dried up.

The refinery shut down. The people lost their small income, and were left with the abandoned structure at the heart of their town, and unusable, broken down transport ships and debris littered across the streets.


Scene:

the town has been overtaken by nature. A massive structure looms over an abandoned aircab. Left rusted and wrecked, a vagabond now uses the shell of the ship as a shelter.
The makeshift home is adorned with scavenged amenities and found goods.
The plants have been held back by the vagabond as much as possible, but they have begun to creep onto the dwelling.

Thursday, October 8, 2009

concept building


quick building concept

Friday, September 25, 2009

AC: Great Tree




re-optimised and re-unwrapped, retextured and added foliage.

Wednesday, September 23, 2009

Alchemist's Catacomb's progress updates


More work from the environment I'm piecing together






Sunday, September 20, 2009

AC: shrine


this will be attached to/ behind the stairs, there will be candles and scrolls inside the inset, and a waterfall will flow over the top.

Alchemist Catacombs: Dock WIP


quick shot of the dock in engine. Decided to break it down a bit. more to come

Friday, August 7, 2009

Alchemists' Stairs : work in progress


UPDATE AGAIN!

:UPDATE!:

Thursday, July 30, 2009

The Alchemist's Catacombs: Lamp and Diverter



Assets completed thus far for the environment I'm working on.

Pet Accessories Vendor

A concept for the node I'm designing for FreeRealms

Thursday, July 23, 2009

Parrot's Cove Concepts


treescape thumbnail

messing around with a tree brush i made

Saturday, July 18, 2009

The Tree Village

Dragons Skull Dwelling

Sunday, June 28, 2009

The Time Machine (update)

Friday, June 26, 2009

What I got for Christmas

video

Lip Synch practice. :D

Heavy Lift

Needed to do a heavy lift animation.
Thought I'd have some fun with it.


video

Friday, June 19, 2009

Time-Machine


Here's the Time Machine I've been working on for about 2 days now. I built it from a reference, which I believe is from the original The Time Machine movie. I began a texture, but after deciding to add more detail to the model, I have opted to redo it. Diffuse, Spec, and High-low bake are on the way!

Thursday, June 4, 2009

Explodo-Squid Dispenser


A TF2 Dispenser concept

Thursday, May 28, 2009

Environment First Pass

Here's a first pass at the environment I'll be working on. For the moment, its just a structural layout. I'm going to start designing props and elements soon.

I tossed some gray onto the first image so the line art alone isn't so blinding. I'll be doing a greyscale and color comps shortly.


Wednesday, May 20, 2009

Look Before you Leap!

ANIMATION!
video

low poly liniage sword

Monday, May 4, 2009

GUI Console

GUI Console


Modeled and textured from scratch. Based off pre-existing concept sketch.

Friday, April 17, 2009

low poly assets

1110 tris, 1024 diffuse, spec, and normals

Thursday, April 16, 2009

low poly speed-modelling

A low poly utility/powerbox.
About 4-5 hours of work. 568 tris. 1024x1024 diffuse,spec, and normal maps.


Tuesday, April 7, 2009

Self Portrait

its been a while, so here's a self portrait, Probably around 6-10 hours-ish, who's counting?

Thursday, March 26, 2009

Ol Jasper demo

Here's a video spotlight of Jasper's phasing so far. The walk cycle needs a lot of work, but its mainly there to demonstrate the rigging.

video

Thursday, March 5, 2009

dry erase board sketching


sketched this on a dry erase board while waiting for a fellow classmate to finish class.

just a regular square tipped expo marker. This isn't really supposed to be a specific kind of fish or koi, just something swimming through my head at the moment. :p

Friday, February 6, 2009

Zbrushing with color

About an hour and a half of painting color in Zbrush.
All scratch, no refference, no custom brushes.

Zbrushing




Wednesday, October 29, 2008

Concept work


This is part of a bigger project I'm working on. Here's a lil' concept work for Wattana's Hip-Hop Sword Shop.

Saturday, October 25, 2008

BioClock


Here's one from my Material and Lighting class. Had to do an object in the style of BioShock.

Tuesday, October 21, 2008

a quick tree


just a quick tree. I experimented with some brushes for the leaves and bark.

All from scratch in Photoshop.

Friday, September 12, 2008

CAHG Victory

low poly model. Assignment was to use exactly 2000 tris; no more, no less.

Thursday, August 28, 2008

Another doodle


Another quick doodle from class.
I wish I had more free time to do some finished personal pieces.

Thursday, July 24, 2008

A quick one


Well, this came out a little bland. ...Okay, its very bland.
But I had to do a quick black and white environment for Background Design and Layout, in which i was supposed to experiment with brushes. However, i barely used brushes thanks to my stubborn, purist mindset. anyway. Hay, look, its a swamp!

Wednesday, June 11, 2008

The Big Fish

Wednesday, June 4, 2008

Fortune Cookie Art

For my art history class, I had to create a Wu-Zhen influenced piece with meaningful words.

I once got a fortune cookie which read "If at first you do succeed, try something harder."

These words are very meaningful to me, and directly relate to my mindset.

Monday, June 2, 2008

4th quarter finals are killing me!

Heres some stuff

First off is the castle I designed for my concept art class:

A landscape I made while experimenting with brushes:

Here's something interesting; I did a neo-Expressionist version of my earlier painting influenced by the style of Georg Baselitz.
And here's a cubist revision of my earlier painting based on the style of Georges Braque:

Wednesday, May 21, 2008

Project SOULdier

Had to do a new version of Frankenstein for my Character and Object design class.
Made of fallen soldiers, here's my inhuman war machine

Wednesday, May 7, 2008

Doodle

Sunday, May 4, 2008

Character Design

For Character and Object Design class, I was given a descriptions of several characters from a western story, and chose one to design. My group (which I don't understand, as we all worked individually) chose an artistic style to reference when creating our own designs. We chose the style of the game Psychonauts (which you desperately need to play if you haven't).

Anyway, Here's my character design of Ol' Jasper, the hobo father of the main character.

Saturday, May 3, 2008

Lets go Photoshopping!

Felt like doing some Photoshopping and a friend supplied a picture.

Below is the work, followed by a comparison to the original image.


edit:


comparison shot:


Saturday, April 19, 2008

The Cursed Woman




I cant remember the last time I actually completed something (though, to be honest, I'm forcing myself to call this finished, even though I want to do a lot more to it.
These were for my Concept art class. I think I spent somewhere between 5-7 hours, give or take.

The story behind this involves a princess who is covered in black because of a curse. As the curse is lifted, the black starts to pull away from her skin, regains her original beauty.

Side note, i did look at some images for color reference.

A new class


today in concept art class, we had to design a new character class for the game Team Fortress 2.
I came up with the "Lumberjack" class. An large, angry woman with more testosterone than a UFC fighter. ...reminds me of my friends' roomate

anyway, here's the lumberjack class.

Saturday, March 29, 2008

Thrasher


Well, i finished modeling my character concept. Sorry the video is such low quality, I'll see if theres a better way to get vids up on this blog. So I've decided to call this creature a Thrasher, based on the way I picture it attacking it's prey.
Hit the play button to see the turnaround.
video

You can view my concept art here: Thrasher Concept

Once I rig it, I'll post some renders.

Wednesday, March 26, 2008

Finals are Over!

Yay! Finals are over!
Here's a couple 20 minute sketches with 15 minutes or so of cleanup from my life drawing class:

Thursday, March 20, 2008

Path Less Traveled

Hey I'm back!

Finals are crazy, and next quarter is only going to be more hectic. I'm still managing two jobs and full time school an hour's drive from my home.

Anyway here's the art part. (w00t for rhymage)

For my Game Design and Game Play class, I conceptualized and created a fully functional board game (well, actually, the "board" is made up of rearrangeable hexes) from the ground up. The game is entirley playable, however I hope to find the time to add more artwork someday soon.
So here are a few pieces of artwork from Path Less Traveled:






Everything was made from scratch in Photoshop, mainly with a tablet.
If anyone is interested in playing the game, let me know and I'll send you everything you need. Just shoot an email to NateTheArtist@gmail.com

Saturday, February 23, 2008

This is a character concept that I'm going to be modeling in 3D. This is kind of a work in progress, but I'm mainly just using it for brainstorming and reference purposes.

This piece above is still kind of a work in progress, I've been on and off working on it for a long while now. I'd say its about 65% done here. This one was done with a Wacom tablet in Photoshop.




These last two were drawn in pencil, then cleaned up, scanned and colored in Photoshop using a laptop's touchpad.
Gouache again.


More gouache work.
More gouache work from color theory. Same scene, four different times of day. Morning, mid-day, evening/sunset, and night.


These trees were done in gouache for my color theory class. The assignment was to do the same simple scene using different color schemes. Here, the image with the orange background uses a tetradic color scheme, while the bluish-green image uses a monochromatic color scheme.

Alright, lets try uploading a picture. Seems to take a while on here... Oh well, here's an old watercolor of some vineyards.

Getting Started

I've decided to set up this blog for the purpose of posting my artwork. Hopefully this will function both as a method of display, and motivation to post new pieces. I'll probably be posting both finished and in progress works. Lets see how it goes!