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Edge Of The Woods | Digital Illustration

Here is another painting I did based on an idea I had of a little bunny that found his way to the dark edge of the woods.  This one was really fun to work on from start to finish.  I started with a black and white block out of the main shapes really only thinking about composition.  Next I drew over that on a new layer with a brush that looked like pencil work, this helped me detail out the shapes more.  After that I went over the entire image with an airbrush, still only working in black and white to soften some of the ares and blend the values a bit more.  Once that was done I made a new layer and went over the image with the airbrush again this time adding big patches of color.  Once I was happy with that I made yet another new layer and got a nice hard edged brush and started to work the shapes more.  I went back and forth this way until I ended up with the image above.

Tokyo Flood Tunnel 2 | Blender Internal Rendering

Another image based on the Tokyo flood tunnels.  Needs a bit more work and a some fixes but its almost there.  I'm really enjoying making these little scenes and would like to keep it up.  It would be great to get a new one done every week as its a really good practice to keeping the scenes small not getting caught up in the tiny details but focusing on the larger picture.  A good example of that is the stairs, since I give my self 2-4 hours for these scenes (not counting render time) I kept the stairs very basic with just cubes pushed and pulled to the right shapes with little to no detail.  Normally I would spend too much time getting caught up in modeling everything out as best I could...and then get bored and never work on the image again.  Keeping my self on a tight hourly schedule for these scenes I am able to judge what I should be modeling and what I can just use a box or other primitive object for and moving on.

Tokyo Flood Tunnel | Blender Internal Rendering

When I was digging up reference images for the Tunnel scene I found a bunch of pictures from the Tokyo flood tunnels and that place is just too damn awesome so I had to model a quick something from it.  While I was modeling this one I kept thinking about a level in Mirrors Edge that seemed just like it so I went back to the game after I got to this point and sure enough there is a version of the Tokyo flood tunnels in the game too.  That section from Mirrors Edge is awesome and it gave me some really great ideas of things I can add.

Tunnel | Blender Internal Rendering

Inspired by an Andrew Price tutorial where he creates a tunnel scene.  Figured I would take a stab at making my own version after watching the video.  It is really empty and lacks good detail but over all I was happy enough with how it came out given I didn't spend too much time with it.  Rendered using the internal render engine in Blender 3D.  The thing that really made this work came from the compositor inside of Blender.

MAG

video trailer for MAG, Zipper Interactive About MAG is a massive online first person shooter developed by Zipper Interactive for the Playstation 3.  I worked as a senior environment artist with major focus on foliage and organic asset/prop creation.  Being responsible for all of the foliage for the game I worked very closely with the games art director and engineering team.  I also created custom tools/scripts to assist me when creating foliage.