One of the things I particularly enjoy about environmental concept design are the technical challenges and anticipating opportunities and pitfalls early on. The crane is modular and most modules are mirrored on multiple axes to minimize texture space but are repeated in such a…
Just a little progress before returning to gig stuff. Busy day. It's interesting to see what looks like too much visual noise in the linework is forced into a more useful hierarchy when rendered
2021. I should finish this, it's really quite close. Started as a modeling exercise but I think it could be a good demonstration of model-as-UI for a 3rd person shooter-racer. Nozzle/airfoil positions and the jet plumes could communicate boost/health
Almost done with this one. Somewhat absurd in a way but a good chance to apply a sort of practical semiotics of weapon design. Going to try and have this and the other three in the set ready to integrate into the portfolio early next week. Too much to do!
This talk of using decals to dress up very simple environment geometry with tiling textures gave me a feeling of déjà vu until I remember drawing tech details on wooden blocks when I was a kid. Worked better with Star Wars and GI Joes that way haha
Old block color stuff from 2016 or so. I kind of like this finish (minus the excessive highlights) but I'm just so used to thinking in terms of forms represented as lines. Hmmm
Systematizing a concept workflow where you put the whitebox level in a physical lighting environment and sketch over the render in a new layer. Makes it easier to change looks while giving environment modelers what they need earlier. Also helps thinking about big shapes w/ decals