Monday, 11 September 2017

Film concept design

These are for a short film concept by Alex Thompson, 'Em And Selma Go Griffin Hunting'. We have fantasy creatures, characters and props.












Wednesday, 11 January 2017

Spaceship!

Here's a charming spaceship I modelled in 3ds Max, rendered in Vray. Animation was composited in After Effects, audio composed in Cubase Elements7, primarily using the amazing synth package Omnisphere 2.










Wednesday, 11 May 2016

Hiraeth

Concept matte paintings for the short film Hiraeth by Julian Fitzpatrick. The three images explore a spooky lake house building set near Detroit Lake.





Plus a random digital painting I did recently.


Thursday, 21 April 2016

Thumbnails

Some recent thumbnails: entertainment design storyboards and some storyboarding I did to plan out an architectural visualisation animation.











Friday, 25 December 2015

Babel

Up to this point all my 3D scenes have been mid-ground stuff, there's nothing that depicts massive scale. I wanted to try something HUGE, an environment that stretches to the horizon. My idea was to design and make a sci-fi city, inspired by the likes of Blade Runner and Star Wars. As always, it started out as a quick concept painting in Photoshop.


In the 3D world it started small, simply laying out a block grid with a repeating bump map texture to help break up the forms. This was in 3ds Max with mental ray (I later moved to Vray 3).


These were placed on a flat site just so I could figure out what I could get away with. All that's required is for this simple block to be rotated or mirrored and large areas of a sci-fi city can be quickly created without it looking too dull. Every so often the replicated surface does need to be broken up so this when a large chasm or building is modelled. At this stage I began to look at 'hero buildings' - key bits of architecture that would break up the standard grid.


Next, I started on the lighting and also tried to use the z-depth pass to generate some atmospheric perspective. Already the scene is taking shape but it seems very 'flat'. The lighting was helping to break things up but the architecture could be more adventurous. 


This is where I switched from mental ray to Vray - I seriously love Vray, this was the first time I had used it. Anyway, here I am adding architectural chasms and starting to fracture my initial grid.



The entire scene is lit with just one light - an HDRI sky from vizpark. The sky was also constructed from their hi-res sky images. It really surprised me that I could adequately light a scene using just one HDRI dome setup - no complaints though, keep it simple!

As far as UV mapping goes, all the simple replicating architecture bits were easily handled with a UVW box map. The 'hero buildings' all needed to be unwrapped and individually textured. Here's an example of a tileable texture (diffuse and bump channels) followed by a uv-unwrapped 'hero building'.


Some statistics: This was a pretty big project to undertake - it probably took 130 hours spread over 8 months - that's about 4 or 5 hours a week. The poly count is really low at just 1 million - although if I include the Vray proxies it goes up to 5.5 million. My PC really struggled so the scene had to be split into 3 parts, foreground, background and the tower - the background and tower were XREF'd into the scene to help viewport performance The final render is 10k high which looks pretty cool when printed at A1.




Update: Babel got into the Asian CG magazine INCG which is pretty cool! I was interviewed about the making of progress over 6 pages.


Wednesday, 28 October 2015

Drone design

Drone concepts for a videogame kickstarter project. To quickly explore forms I 3D modelled a load of designs before moving into Photoshop to produce the finished digital paintings.







Saturday, 25 July 2015

Taiidan Destroyer





My version of the Taiidan Skaal Tel Destroyer from the 1999 video game Homeworld. 
3ds Max and Vray