While I am rigging, Nate has been coming up with some designs for props and set items. Here are a few of his concepts:
Showing posts with label concept art. Show all posts
Showing posts with label concept art. Show all posts
Wednesday, October 6, 2010
Tuesday, June 1, 2010
3 Moods
Heyo, Nate again, checking in with some additional concept paintings for All In. We decided to come up with concepts expressing the moods 'Tension' and 'Retribution.' After some discussion we thought a good tactic would be to vary the color palette to express the changes in mood, but keep the continuity of location. Here is what we came up with:

TENSION

RETRIBUTION
The characters were added in with significant less texture and the addition of outlines, to separate. them from the environment. Here are the same pieces, sans characters:


Overall I'm very happy with the final product and I'm excited to translate this place into 3D! See you guys next school year! ~Nate
TENSION
RETRIBUTION
The characters were added in with significant less texture and the addition of outlines, to separate. them from the environment. Here are the same pieces, sans characters:
Overall I'm very happy with the final product and I'm excited to translate this place into 3D! See you guys next school year! ~Nate
Thursday, May 13, 2010
Monday, May 10, 2010
Nelson Concept 1
Oh snap, finally some Nelson stuff! I didn't do too many drawings of him, because I mostly kept him the same as before. I mainly played around with his face and his suit. But yeah, I already started his turnaround and I just finished Remus's. I'll be posting those once they are nice and clean. Anyways, here are some drawings, yay
Also a quick scale sketch, to see how they relate to each other.
Also a quick scale sketch, to see how they relate to each other.
Friday, May 7, 2010
Tuesday, May 4, 2010
Remus Concept 2
Some more sketches of Remus!
I felt like I was getting closer, but still not quite there.
I did several profile sketches, because I realized I hadn't really explored the proportions from that view. I felt like I was close with the one in the top corner, but still not quite. A lot of people told me he looked like a light bulb, which I found most amusing. Oh and Nelson slipped in there a little.
I felt like I was getting closer, but still not quite there.
I did several profile sketches, because I realized I hadn't really explored the proportions from that view. I felt like I was close with the one in the top corner, but still not quite. A lot of people told me he looked like a light bulb, which I found most amusing. Oh and Nelson slipped in there a little.
"Bony Face" Nelson
So the other character in my film is named "Bony Face Nelson". I already posted about him on my main blog, so I'm just gonna link you guys to that.
"Bony Face" Nelson
Yay.
So his design shall be staying fairly the same. I'll mostly be tweaking his suit and his face. I'll be posting new drawings of him at a later time.
I would like to clarify that this texturing I did on him is not what will be in the film! It will be changed to fit more with the backgrounds. Then there will be unity and happy fun times. Yay
Monday, May 3, 2010
Initial Concept Painting
Nate again, back with a concept painting!:

After chatting with Xuco, I think this style combines the graphic nature of his inspiration with the gritty feeling of a speakeasy. Xuco had said he didn't like the gradients in the art deco he showed me, so instead of that I decided to just use lots of different textures over clean-cut shapes, almost like cut paper. I'm quite happy with the effect and Xuco seems to like it too. Stay tuned for more work!
After chatting with Xuco, I think this style combines the graphic nature of his inspiration with the gritty feeling of a speakeasy. Xuco had said he didn't like the gradients in the art deco he showed me, so instead of that I decided to just use lots of different textures over clean-cut shapes, almost like cut paper. I'm quite happy with the effect and Xuco seems to like it too. Stay tuned for more work!
Saturday, May 1, 2010
Style Sketches
This is the aformentioned Nate, posting my first round of sketches for Sleazy Speakeasy. Yaay!
Xuco showed me his art deco influences and let me know that he is looking for something graphic but with depth, sort of like the Multi-plane camera used in 2D Animation.
One of the biggest challenges is combining the clean, crisp shapes of art deco and graphic work with the grimy, seedy mood of a speakeasy. I wanted to know just how much texture Xuco wanted and where he was willing to stray from art deco:

My initial sketch, straying far from the deco look and using textures and perspective to create depth.

Going for a more paper-cutout look, also playing with negative space and light-sources to create shapes.

Trying out some stylized curved lines and patterns. I like the implied bottles to the left, as they feel very art deco to me.

Here I took out all texture and tried to use the poker card suits as the art deco graphic shapes. Just a direction we could head stylistically.
After showing Xuco he like elements in the first two sketches, particularly the second. He wants the environment to be composed of recognizable shapes, but still stand on its own as the object/place it represents. After some good back and forth chatting I'm now gonna try to make a cohesive design for the environment! I shall post my results soon~
Xuco showed me his art deco influences and let me know that he is looking for something graphic but with depth, sort of like the Multi-plane camera used in 2D Animation.
One of the biggest challenges is combining the clean, crisp shapes of art deco and graphic work with the grimy, seedy mood of a speakeasy. I wanted to know just how much texture Xuco wanted and where he was willing to stray from art deco:
My initial sketch, straying far from the deco look and using textures and perspective to create depth.
Going for a more paper-cutout look, also playing with negative space and light-sources to create shapes.
Trying out some stylized curved lines and patterns. I like the implied bottles to the left, as they feel very art deco to me.
Here I took out all texture and tried to use the poker card suits as the art deco graphic shapes. Just a direction we could head stylistically.
After showing Xuco he like elements in the first two sketches, particularly the second. He wants the environment to be composed of recognizable shapes, but still stand on its own as the object/place it represents. After some good back and forth chatting I'm now gonna try to make a cohesive design for the environment! I shall post my results soon~
Thursday, April 29, 2010
Remus Concept
So who the heck are these Remus and Nelson guys anyways? Well today I will talk about Remus. He is a very nice guy, although he doesn't quite look like it at first. He is huge and kind of scary, but he's really just a gentle giant. Unfortunately he isn't very bright either.
Here are some initial sketches of him:
The first sketches were boring since I was still trying to feel this guy out. All I knew is that he was big an dumb. He quickly developed a unibrow, and then things started getting better. Also don't mind Nelson, he snuck in there but I'll talk about him later.
So anyways, I did more sketches:
Now things were getting more interesting. However, after showing these sketches off to some people I was told that I could push my shapes further, especially with the jaw. So I came up with these:
I immediately fell in love with the huge jaw. Definitely a welcome change. I also started playing around with his body type. He is a big guy for sure, but there are different ways to be big. Basically I inverted where most of his mass was, making more of a cone shape.
While I liked that cone shape, it didn't sit well with me. It just didn't feel Remus. He is a big guy, but more specifically, he is a big strong guy. He has power, he has muscle. Still, I liked how his arms got wider as they ran down his body, so I tried that along with broad shoulders.
Here are some initial sketches of him:
The first sketches were boring since I was still trying to feel this guy out. All I knew is that he was big an dumb. He quickly developed a unibrow, and then things started getting better. Also don't mind Nelson, he snuck in there but I'll talk about him later.
So anyways, I did more sketches:
Now things were getting more interesting. However, after showing these sketches off to some people I was told that I could push my shapes further, especially with the jaw. So I came up with these:
I immediately fell in love with the huge jaw. Definitely a welcome change. I also started playing around with his body type. He is a big guy for sure, but there are different ways to be big. Basically I inverted where most of his mass was, making more of a cone shape.
While I liked that cone shape, it didn't sit well with me. It just didn't feel Remus. He is a big guy, but more specifically, he is a big strong guy. He has power, he has muscle. Still, I liked how his arms got wider as they ran down his body, so I tried that along with broad shoulders.
So I'm definitely digging this design. I am thinking the final will be closer to this than anything. So that's Remus so far. Will this be his final form? Only time will tell.
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