Tuesday, January 24, 2012

Ko Ko Ko (Mobile App for Kids)


Last December was a busy month. One of my contracts was an educational app for kids called KoKoKo for a start up called Tink Tank. It was definitely a change of pace as I usually don't work on projects directed to such a young audience. I started out as a character artist responsible for concepting all the way through 3D production. Fortunately, the client like my work so I was asked to work on the color pallet, environment assets, logo and some UI clean up.

I welcomed the opportunity with open arms and really appreciated the challenge. Although it was a simple art style and the characters would be view from a fixed camera, I had less than two weeks to complete all the assets I was assigned. It also happened to be the weeks leading up to Christmas which made things a bit more hectic.

The character art needed to be modular. In other words, both the little boy and girl shared the same body mesh. Their clothes were made with a swap of diffuse, Normal and Spec maps. Details like their hair and the little girl's dress were separate meshes that were attached accordingly. Although this can be tricky, it helped production time considering the tight deadline. They also would only be seen from the front, again this helped. Any hiccups on the character's back were of no concern, so I didn't have to spend much time cleaning it up.

The image above is the comparison between 2D and 3D art. I will be rigging and posing the 3D characters myself for the final presentation. Also on the image is the game's color pallet and logo which I worked on with the client. In the coming months the app should see a release and I will be creating a follow up post.


Wednesday, January 18, 2012

Box O Zombies: Figures, Comics and Logo




Since last summer I have been involved as an artist on the Box O Zombies team along with fellow Columbia Alumni Ryan Blake (Figure Sculptor) and Marty Meinerz (Sound Engineer). I began my contributions by writing, directing, illustrating and animating the 3 animated web comics. It was a tough task having about 1 month to produce each episode. However as always, a valuable learning experience. Got a chance to really challenge myself and sharpen my After Effects skill set. I am currently working on the next wave of content so stay tuned.

I also designed the logo as well as some of the website elements along with Ryan. All that work as accumulated to the first release. The figures are now shipping. Check the link below for more info.

http://boxozombies.com/

Below is the final installment of the three part animated comic. You can YouTube or check the site for more episodes.

Tuesday, January 3, 2012

Old Man Free Sculpt

I spent a little more time on this than usual, about another hour on top of the usual 2 or 3. It is always fun sculpting old skin with all the folds and cracks. I went pretty far before pulling up some reference. I did pretty good with out reference but as usual having something to compare puts it over the top. This was more of a practice sculpt more than a concept. I will begin concepting my next character soon and I used this free sculpt as a warm up.





I approached polypainting a little different. After painting the skin temperatures. I spent some more time to refine the colors, directly incorporating some orange and purple on top of the of the blue, red, red and yellow I usually work into the paint. I also intensified the red in key areas which came out nice. It helped in the lip areas, one I placed the skin paint on I didn't need much to get the lip color down.

I used alphas to create the veins as I have done before, but this time I went in and painting in some specific veins that I had sculpted. I then grabbed some brown and used alphas to put in some blotches. I then proceeded to paint over that with my skin tones. Overall I think for a quick sculpt it came out decent, the color still needs work as well as some of the anatomical portions. Some tweaks to the contrast in skin color as well as touch ups to anatomy portions would really make it pop. Ultimately I feel like I just missed the mark I as going for, but was a great exorcise.

Below is a very brief overview of the sculpts progress from block out to final render.