Continuing effects for Liminal,
I have created another low poly dust cloud effect, this time for a basic
cinematic. This gif loops 3 times but the final only loops once.
Over the past few weeks we have looked at a few different artist: John Berkey has an amazing sense of light. He is able to create amazingly detailed and almost realistic looking ships using easily recognizable shapes and lines of color. He has a firm understand of lighting, contrast and color theory and I will definitely be looking at his stuff for my personal growth. Boris Vallejo has a fantastic understanding of anatomy and of the artists we have looked at so far, his forms are the most highly rendered. His pieces have very clear focal points, (normally a dynamic scene) and his backgrounds, while beautiful, do not interfere with the focal point of the image. The only times I saw him add more background matter was to convey a specific scene. The final artists looked at here is Frank Frezetta. Frezetta and Vallejo have very, very similar styles. and it was exciting to see the similarities and differences of each and where they inspired each other. Vallejo's characters fe
For today, I completed Anastasia Opara’s Procedural Poster Shader tutorial for UE4. I created my own poster and rip textures for it and thanks to that I am able to see how I can easily apply this to other types of materials. I created these for the game I am working on Liminal. https://www.youtube.com/watch?v=zV4f2aNSDN8
For this next project we were split up into groups in order to work on Lego VR scenes. Our group was assigned mad max and as my contribution I am creating the vehicle. Here are the reference videos I will be examining in order to complete this assignment. I have also started laying out pieces from the existing set we were provided, as well as creating and/or editing the pieces into ones I will need.
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