It's been awhile since I've done any game art in my freetime so I'm
starting up a new project I've had on my mind for a long time. I've been
needing to get a better understanding of the PBR workflow and really
push myself as an environment artist so this seemed perfect. I feel
like I've fallen behind on my sci fi modeling/designing as a whole and
want to really try to improve with this project.
SUMMARY:
I want to create a high fidelity environment using the PBR system and
UE4. It's going to be a sci fi environment taking place on mars. I want
to really touch on my flaws like material definition and design
flow/design fundamentals. I want to create intricate, but well designed
props and environments. Environments where the eye and player are led
where I want them to be led using directional lines, lighting and calm
spaces. I want to use my love for storytelling, movies and narrative
to create a little "short film" with this environment. Nothing too big
but just a little narrative that I think would be alot of fun to
create. One of the things I love most about environment art is how we
are capable of doing SO much as individuals. We literally create
worlds so I'd love to just marry my love for film with my love for
environment art.
STORY: It might change as the project progresses.
Many years in the future when independent contractors become the
frontline of space exploration, a company called Orbital Industries
births Project Route. Project Route is a "seed planting" set of
missions made to create sustainable stations throughout our solar
system to help house, refuel and repair any space exploration missions
that pass through. These stations will be maintained by ROUTE drones to
house astronauts for months at a time. A milestone in the
technological advancement of robotics, ROUTE is a fully intelligent
humanoid drone capable of personalities, decision making and emotional
intelligence. They are preprogrammed with the blueprints for the
stations and start building immediately on landing and spend their time
exploring and mapping out the surface of planets.
ART DIRECTION:
Using design elements from existing space shuttles, rovers, and the
space station I'm going to try to create what the technology might look
a couple hundred years in the future with almost no monetary
restrictions. Ideally I'd like it to be more science fiction, so the
broad strokes and big shapes will be more sci fi, but keeping the
details and functionality within the confines of the tech found on
todays shuttles. I'm really trying to push my sense of design,
materials and modeling within environment art. So there will be a vast
list of materials such as that aluminum insulation found on alot of
shuttles, chrome, rubber, painted metals, glass, sand and rock.
The Art of Wesley Griffith
Friday, November 21, 2014
Saturday, November 1, 2014
Monday, October 27, 2014
Sunday, October 26, 2014
Bulldozer WIP
Spent alot of time on this guy this weekend. In the home stretch! I have to finish up the two front lights that are currently hidden, and the treads. After that I'll find a nice little spot around my apartment to film some footage, do a little panning shot and comp this guy in!
Saturday, October 18, 2014
Sunday, September 14, 2014
Wednesday, August 27, 2014
Bulldozer texturing progress
Finally getting around to learning Mari and running this guy through the production model pipeline. I took the last couple of weeks to learn Mari and how it talks to vray and it's shaders. I really love Mari and will never be texturing in photoshop again ha.
Anyways this is the WIP, I'm basically just creating the paint to rust mask right now, and no real texture work on the paint has been done yet.
Anyways this is the WIP, I'm basically just creating the paint to rust mask right now, and no real texture work on the paint has been done yet.
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