Contributors

Saturday, March 23, 2013

Liberico Sniper Character Concept

Just finished another character concept for Liberico: meet the sniper! He excels in long range anti-personnel combat. He is blends into his environment with his ghillie suit, composed of vegetation from his surroundings. Despite his ranged advantage, he suffers greatly in medium and close ranged combat.


Tuesday, March 5, 2013

Explosive Pistol Effects Concept WIP

I 3D modeled the pistol I created for Liberico and have started a series of concepts showcasing a special feature from the game. Guns will have the ability to be doubled as a grenade when all ammunition is exhausted.

The concept from a previous post.
Exploding Gun part 1


Exploding Gun part 2


Friday, February 22, 2013

Grenade Concepts

Just a couple designs for grenades. Simple.



Pistol Concept for Liberico

Hi everyone, I just finished my pistol concept for Liberico. Right now it is just a conventional pistol with some futuristic features such as electric charge packs for the automatic fire mode. My next pistol concept will showcase a special feature from Liberico which is the exploding gun. When the weapon is out of ammunition, you can activate an explosive device and use the pistol as a grenade. In many games like Halo, you end up having tons of guns lying all over the place. Why not put them to good use >: ]

Silhouettes

Final Concept

Insect Concept for Liberico

So a month ago, I helped create some concepts for creatures living in the Swamps for one of the maps in Liberico. My original idea is that these creatures can swarm you, but they are very easy to kill. I settled with the mantis+ant design because ants have numbers, and physical strength, the mantis has incredible speed and reaction time.

sketches and silhouettes

final concept

Thursday, February 21, 2013

Sniper Rifle and Assault Rifle Variant for Liberico

Presenting my first gun concept for Liberico- the Sniper Rifle and Assault Rifle variant. The rifle can switch between a sniping mode and an assault mode for long range or medium range purposes. This weapon features an environment light with a high frequency red light for low visibility and low frequency green for high visibility and night time combat. I had to go through a couple variations.


Silhouettes for the rifle. Features designs from Mass Effect, Borderlands, Halo, and Alien.


Orange and Blue Scheme


Azure Blue Scheme


Orange and Blue II

Final Concept Black, White, Red version 1

Final Concept Black, White, Red version 2

Saturday, January 5, 2013

Engineer Concept for Liberico

Cheers, my first post of a new year!

I have recently joined the concept art team of Enraged Entertainment to help produce assets for their latest game called Liberico. I just completed my concept for the engineer character from the rebel faction. My new assignment is to complete some grenades.


Thursday, November 8, 2012

Internship Presentation at SCAD

On November 9, 2012 I will be speaking at a presentation at SCAD about internships. I will be covering the process for applying for an internship, what I learned from my internship, and what I am doing now after my internship.

I will be positing more details tomorrow, but here are some images that will show up tomorrow in the power point presentation. All intellectual property are part of Hi-Rez Studios. I am showing the animations I worked on tomorrow. For the Wu Kong animation, I worked on the secondary motion only. I worked on the full animation for Ymir. All models were created by Hi-Rez.













Fail Safe Design Sketchs- Kael (Antagonist)

So I have been working on some designs for the antagonist for a character named Kael who is the main antagonist for a story I am working on. He is suppose to be much stronger and intelligent than Halian, but the size of his body makes him slower too. I like the asymmetrical design with a cloak for Kael since he is a character who is intimidating with a presence. While Halian boasts state of the art technology with the things he wear, Kael as a rebel wears more pieced together sets of armor and equipment.


Friday, September 7, 2012

Concept Art Factory Morla and Environment Painting Color WIP II

The Morla environment is at a point where I'm pretty happy with what I have. There are still places to tweak but I am moving on to my next environment.



Saturday, September 1, 2012

Weird Creature

I was looking back at some books I read as a child and found the Scary Stories to Tell in the Dark series. The illustrations by Stephen Gammell never ceases to illicit a feeling of unease even as an adult. So I decided to do my own black and white illustrations with weird monsters as a homage to Mr. Gammell.

Looks like a broccoli monster, but I actually searched Antarctica undersea and found some weird anemones that looks like puff balls. The lighting in the image made the indentations at the base of one particular anemone to appear recessed, creating distorted face-like features.

Tuesday, August 28, 2012

Concept Art Factory Morla and Environment Painting Color WIP

So I finally added color to my value study for the Neverending story environment concept. The swamp is suppose to be sparse and rocky and I wanted the rocks to mimic the shape and texture found on Morla. At this point I am going to populate the world with more dead trees to give it that swampy feel. I'm pretty happy with the steamy feel, it just needs more trees and background clouds.


Sunday, August 12, 2012

Rifts Character Roleplay Design: WG-GLE-5

Recently I started hanging out with a group of friends who got me into playing a game called Rifts. It is similar to the D&D board game format. It blends Sci Fi elements with Fantasy which I think is really cool. There aren't many games that merge magic, which is seen as having unlimited power versus technology with a perceived power limit.

The game is not just about combat mechanics; it is also about the interaction between the characters. In many cases, players become attached to the characters they play similar to the way how an audience sympathizes with the protagonist and antagonist of movies or video games. The Rifts session has been extremely helpful in getting me into the psychology of how each character would act in different situations.

Today I am uploading my first character from the game called WG-GLE-5 a full conversion cyborg affectionately called "Mr. Wiggles". In the game, he wakes up from a deep slumber after having been deactivated for some time. He joins a group of intrepid adventurers to pass the time and make a living, all the while he tries to figure out who he is and what happened to him before his awakening.

The Wiggles has tremendous physical strength and speed, but has average intelligence. He fumbles around a bit because he is not used to his cybernetic body after having been deactivated for such a long time. In one session, he had to save a team member who fell off a tall building. Not knowing his strength, he flies toward his companion and catches him, but his full speed and strength ended up hurting the man. What makes this character interesting is the fact that he seems like a child, but looks like a ten feet tall walking death machine. In a way the fact that he tries to help but usually ends up messing things up and having to clean  up afterwards makes this character endearing to other members.

Apparently Mr Wiggles had a tragic past where he lost a loved one during an attack by the Coalition States, a human centric organization bent on ridding the Rifts world of dimensional beings who they deemed below the human race. The protagonist was also hurt during the attack and left for dead with fatal wounds until a third party organization turned him into a cyborg. It turned out that he was created to fight against the coalition. For some reason, he has been deactivated for a while, it was presumed his old team were wiped out by CS forces, and has been put into safe storage to avoid the CS from completely destroying all the combat cyborgs made to take down their regime.

Morla Environment Concept #1 WIP

I have selected one of the compositions from my previous sketches. This shot is going to be more cinematic than something dynamic and energetic. It is for establishing location and scale of the characters.

Meeting Morla for the first time.

Morla Environment Concept Sketches

Hi everyone, sorry for the long wait between each project from the Neverending Story. I have been swamped with work at my internship. I am posting up some concept sketches I did for the environment I want to put Morla in. I tried a few story telling shots along with some that are more cinematic.

I am trying to approach the composition as if it were used for a movie set. The size format currently is 1600px x 1200 px format. I will change it to a 16:9 scale when I begin the actual piece.

Friday, July 20, 2012

3Ds Max Project II

For this Massfx project, I am have broken down castle walls. Courtesy of the 3Ds Max Tutorial Channel on Youtube:  http://www.youtube.com/watch?v=ACrhTDu66rA&feature=plcp


3Ds Max Massfx project I

I am currently learning how to use scripts and Massfx for particle animation in 3Ds Max as a part of my internship for SCA Transporation Forensics. For this demo, I modeled a few pillars, broke them up with a script, and set up their physical relationship with the Massfx Rigid Body Editor.


Friday, July 13, 2012

Morla Value Study #2

My second value study for Morla. The last design used mountains and rocks as a design motif. This time, I used swamp trees, roots, and tree fungus for Morla's silhouette design motif.



Tuesday, July 10, 2012

Cerebus Animation

More updates from the feature film: Cerebus!

So this is a short scene I animated for Cerebus.



Here is a recent interview of Oliver Simonsen, owner of What Comix! and director of Cerebus, by Katie Chats, keeping the momentum on Cerebus going- Congratz Ollie!



Friday, July 6, 2012

Morla Value Study

This is one of the final designs I am thinking of doing for Morla, the turtle from the Neverending Story. I wanted Morla to have a really long face as the saying goes, "why the long face?". The shell has a distinctive mountain design and it even has a lighthouse at the edge of the shell. This shows that Morla is so big that her shell has an ecosystem of its own. However, her sheer size prevents her from seeing the beauty on her back and is thus blind to life around her.


Tuesday, July 3, 2012

3D Modelling Personal Projects

So I have decided to model my own room for my personal project. I'll add in some fantasy/sci fi elements when I am done just for kicks. These models are all done in Maya. I will be uploading my next batch of WIP.


Venetian Blinds


Door Way and Closet


The Fan


Concept Art Factory Challenge

So the Concept Art Factory is hosting another sketch challenge where students will be redesigning characters from the Neverending Story. I chose to do Morla for my design, so far it is only in sketch phase. I will be developing the sketches further as I find time away from my internship with SCA Transporation Consultants.

Morla is a depressed turtle so I tried to make the shapes curve down. The shell has to seem heavy and burdensome while the face is long according to the expression "why the long face".

Tuesday, June 19, 2012

New Background

Well...I got critiqued for having a stock image as my background, so I decided to create my own background, a star field nebula for my the blog. Simple. So I uploaded a series of frame by frame shot of my background WIP so you can see how I did it. Enjoy!

Start with a black background

Use a soft brush on 1% opacity in dissolve setting. Set fade brush on to control amount of dissolve.


Turn down layer opacity and erase random areas of the star field to make different patches of star recede or pop.


Add in larger stars for extra depth and parallax. Use the gradient tool in radial mode to create the halos around the closer stars.


I did a lot of work here, but I basically took a soft brush and covered certain areas with white at different opacity. Make sure the focal point has the most white for greatest contrast. Use smudge tool to move the white blotches around. I then used a crunchy brush downloaded from conceptart.org to erase the edges of the central blob to make the gaseous nebula effect.

I took the gradient tool and set the mode to vivid light to make highlights brighter and darker regions recede. The gradient is dropped onto the center of the nebula where star clusters are closest.

Change file format to RGB. Create a layer and set blending mode to color. It has more saturated, fuller colors, than the overlay mode. I used the gradient tool on normal blending mode to spot the colors. Don't for get to hit some of the stars as well because stars come in different colors based on size, fuel, gravity, and other factors.

Set the gradient tool on vivid light again and hit the center with a saturated magenta. Now the night sky is really shining!
I hope you guys liked the quick demo, if you have any questions, please let me know. Thanks!

Thursday, June 7, 2012

Phase 4 Senior Project Finals

For my finals at SCAD, I decided to do two final illustrations for marketing purposes. In the gaming and film industry, marketing illustrations tend to be done in a square format so that the advertising department can crop the image. Each object is on a separate layer too so that they can be moved around if the image is cropped. I decided to do a action packed fight scene at night, and a more cinematic city shot of Buckysville to show that I can compose scenes with different moods.

Chevy Ford Carter vs Beatnik Nick the Robot on their way to Bucky Theater

Jack Nick saving Chevy, Janice, and Karen from the clock tower overlooking Buckysville.