Here are a few snapshots of some of the stuff I've been working on lately. Mostly story/concept dev. for Syndicate.
Connie has been gettinga lot of brain-time lately as I have been developing her character and trying to figure out what really makes her tick. These are a few doodle exercises I made to try to pull some personality out of her. I think the best here is the skeptical/alert sketch up in the top right.
And here's some scenery; Connie's house and a stray barrel left outside the lab.
More environmental work; just some generic woodland props for scenes in the depths of Hell's Woods.
This one is a painting of the inside of MGgloan's Family Tree. That red splotch up on the doorway at the end of the hall is Harry the cardinal. He's being repurposed as McGloan's bodyguard/bouncer.
I guess it's been a while since I last updated this, but I've actually been feeling pretty productive lately! I'm in the throws of a new job with an art supply company, which is an awesome way to get the creative juices flowing.
But if you're expecting Wandering Tales... well... I don't have that to show at the moment. My mind apparently decided I needed a breather from all that. I do have a few seedy characters you might miss though!
Up above you'll see Kasey hanging out next to a tree waiting for his squirrel friends to show up with a new rat delivery. I have been sketching a ton of Syndicate Uncivilized lately, and it's starting to look more and more like a graphic novel the more I get done. There's a whole lot of story budding under the surface that's just starting to show through!
Look I'm still alive!! I know it's been a while since my last post, and you didn't end up getting those panicked posts I want talking about because I didn't even have time for THOSE. This is the "final" (that is the loosest use of that word in history) version of my update on the Syndicate Uncivilized trailer. Here's the original if you wanna compare.
I look at this and I only see what still needs to be done, but I can't help but briefly appreciate the technical overhaul that one year of study can produce. I put a list of what I updated and what still needs to be done at the bottom of the post for technicality's sake.
Ew look at how much longer that to-do list is than the "fixed" list. But I did a ton of work I swear it!
I thought it might be interesting to put a few horror shots of what it's like to work behind of the scenes of Percy the fox. The top pic is a poorly rigged model I was using to text joint placement. You will notice that the eyes and beret are not attached to his head.
The second picture is a none-too-shabby texture map of Percy, which inadvertently looks like one of those pelts you might hang up in your living room if you were the old hunter from Fox and the Hound (or my sister).
I helped set up a really cool exhibit called "Instabiles" over the weekend in Pittsburgh for my programming professor here at school and it was an awesome experience. Once we finish the video documentation for it I'll post it up so you can learn more about the project, but for now if you're really curious you can read about it here.
Basically it was more fun than I had anticipated and involved projectors shooting shadows of code-generated mobiles out of a window onto an adjacent building in a back alley behind the Benedum Center. Even though there was a ton of setup and a good amount of disapproving eyebrows because I did things wrong, it was a very new and refreshing look at Pittsburgh for me.
In other news, I'm now in full-swing on my Syndicate Uncivilized Trailer Part II. I will (WILL) be dedicating all of this upcoming weekend to retopologizing and rigging Percy, finishing the textures on my updates laboratory scene, and finding (or possibly, horribly) re-modelling the old oak in the first shot. I had it on a flash drive at one point in my life. Why do they even make flash drives. But! You will certainly be seeing some update about it within the near future. Even if that update is just a picture of me sobbing in the corner of Patterson with a tub of cookie dough. There will at least be something. In the meantime, here's a little something to tie you over. It's a shot of the "BEWARE OF DOG" sign that will be seen in the new fantastic laboratory exterior. Right now the scene itself is in need of a LOT of help. Does anyone have any idea why Maya seems to think I have an ambient light in my scene when I have checked the outliner a thousand times and there is literally NO light in the scene? Why is the scene lighting up guys? Why?
Well I was supposed to go to Pittsburgh this weekend, but I was also supposed to finish a Flash animation (I'm not showing you yet... maybe ever), finish a skull assignment, study for my exam on Monday, and write my thesis proposal. I got about 5 minutes into my Pittsburgh trip when the GPS broke and I realized that I didn't have time to go to Pittsburgh anyway and I was being crazy.
So I'm having a relatively productive (and boring) weekend here. So here is a Percy to make up for my Pittsburgh absence for those you missed me.
Well now that summer has begun in a moderately official capacity, I want to lay out my goals and work on a pipeline for my summer projects. So far I've given a brief overview of what I want to get done, so now I intend to really flesh out everything so that I can get started as soon as possible! I'll start with the Syndicate.
Syndicate Uncivilized Movie Trailer
So for those of you who aren't familiar with the project, I made a 3D animated trailer introducing my woodland mafia series. The original trailer was completed in about a month and a half from pre-production concepts all the way to final renders and post-production. This summer I plan to dedicate a large portion of time to reworking the project. The basic timeline of the trailer will be the same and I'll be working off of my original mood board as a frame of reference. The differences come in at the actual production part because to be honest the modeling and camerawork is a mess. So here's a list of what I plan to accomplish int he working of the trailer:
Here's the link to the current trailer so you can follow along with what I'm going to be redoing.