Common Art - Compelling Piece

 For this piece, I took inspiration from a previous sketch I had:


I modeled out a quick greenhouse to use as a base and save me some time in sorting out perspective:


Took a bit of a step back from the original scene and got a wider shot of the whole building to render on top of:


Then it was just me and Photoshop for 7 hours...




For my sanity and a bit of sleep, I stopped at the flats. Next bit would be doing a bit of cell shading and adjustments, but this is where it's at for the time being.

3D - Crate Redemption Arc

 After struggling with UVs for a good portion of the day, I went simple and reverted to the basic, proxy crate just for the sake of my own time and sanity. Textured it in Substance Painter using a few different bevel effects to get the slates of wood and the scratch marks I had previously modeled on the high resolution crate. This was the final result:

Exported out the textures and pulled it into UE4. Applied the textures to materials, and the materials to the crate, and was pretty happy with how it was looking, considering the box is essentially flat with some nice paint:

Laid out the scene with a few more crates at different angles, adjusted the lighting and fog, and took a nice beauty shot of the whole thing:

And now, the big cinematic sequence:

And that's how you do moderately better than last week.

Common Art - Perspective

I chose to make a house based off one that I have for a story of mine, so I had a decent idea of where to begin. It's located in the countryside, so it doesn't have much surrounding it besides plants and a long stretch of road. I modeled out the main house first and then the garage.

A few steps happened along the way as I added to the garage and then made a greenhouse, but I was a fool and did not screenshot as I went. Added a fence as well to enclose the area.

Finished composing the scene and set it up for one point perspective:

Then two point:

And finally three point:



Two point looked the best for my purposes, so I rendered the piece out:


Took it into Photoshop and began adding in some details/compositing the final shot, and oops I ran out of time:

A couple more hours put into it after deadline:




Crate Week 2 - Mistakes Were Made

I regret a lot of what happened, but here's my crate.

Within ZBrush, styled it out. Was going for a crate that might've been left in a tiger pen:

Made a low-poly model (though not super low-poly):

And then the fun low-res model within Maya with the imported high-res model:

The UVs were a bad time and made me want to cry. I went with what I got and slapped it into Substance Painter.


Wow look so artistic:



Common Art - Composition

For this composition piece, I decided to go with a desert otherworld. I took inspiration from the game Journey for some of the color motifs, and a background from Oban Star Racers for the atmosphere.


I particularly liked the angle of the character looking towards their destination, even if it's a bit cliche, so I combined this with the radial composition while laying out my elements. I made a... rough sketch of what I wanted before going into Maya with it.



I put the Oban Star Racers background on the sky dome temporarily just to get a feel for colors as I laid it out. I went in deeper with specifically applying materials for each of the elements.

I gave the mountains three different layers of shade, so that the darkest ones were near the front and the lightest ones were towards the back and the focal point of the piece. I also arranged the ships to point towards the city on the horizon to create the radial effect.

With all this set up, I rendered out the view and took it over into Photoshop.

Added in moons to fill out the scene a little more and give it more of a space feeling. Added a little bit of smoke as well to give the ships motion and harken back to the radial composition again.


Used a gradient overlay on a multiply layer to bring the colors more in balance with one another.


Put on one last color adjustment layer for the final piece.