Monday, 12 October 2015
Photoshop exercise 03, 04, 05
I should have uploaded these a while back!
Friday, 9 October 2015
Maya Tutorial 03
Quite enjoyed the introduction to texturing. Now I'm left thinking - what manner of robot am I going to cook up?!
Thursday, 8 October 2015
Invisible Cities OGR 08/10/15
Invisible Cities
http://tromacorp.blogspot.co.uk/search?q=invisible+cities
Maya Tutorials
http://tromacorp.blogspot.co.uk/search?q=maya
Concept artists who's who
http://tromacorp.blogspot.co.uk/2015/10/concept-artist-whos-who-jean-giraud.html
Film reviews
http://tromacorp.blogspot.co.uk/search?q=review
Photoshop tutorials
http://tromacorp.blogspot.co.uk/search?q=photoshop
Tuesday, 6 October 2015
Concept artist who's who: Jean Giraud.
Jean Giraud is one of the artists who've had the most impact on me during childhood, and subsequently shaping my mind, along with Chris Foss and Frank Frazetta. It was tremendously rewarding to learn that Giraud had also had a creative presence in some of my most treasured films.
Those who're unfamiliar with any of those names should definitely check them out! :)
Monday, 5 October 2015
"Invisible Cities", thumbnails 24- 31
Despina - Influence maps
I took particular care when cultivating a definitive 'look' for Despina. Upon reading I had these evocations of this somewhat beautiful, desert jewel, that glimmered on the horizon. It brought up images from Neverending Story and Star Wars, and then as I pondered even further I started to think about ships and ruins which I think heavily influences the direction the thumbnails for Despina eventually went.
The evolution of the interior design is particularly affirming in that I feel like the fusion of shanty-esque roughness with the organic shapes presented in a middle eastern bazaar are quite compelling.
"Invisible Cities", thumbnails 9-23
This is the continuation of the Anastasia thumbnails, where I have looked at the implied class difference within the text.
It struck me with Armilla that I could go two ways, play it very straight and look into this gargantuan city of pipework and porcelain, creating a paradise amidst an arid, almost dead landscape...
OR,
I could go in a different direction and look at an almost organic, subterranean landscape, even.
I am particularly fond of the little creature I developed to sit atop on of these pools, which were actually the Naiads, who I figured would lure travellers to an acidic bath atop the pipes in their pool, or maw.
Baucis was very reminiscent of Endor or Yavin from the star wars universe, and going back even further, Arboria from Flash Gordon.
I really liked the idea of having the structure above the clouds, as this supermassive but kind of bland shape.
Here I played with the culture of Baucis, here is a clergyman praising the sun.
I really liked the idea of having most of Baucis obscured in order to emphasise its scale, but also the unknowable within Baucis. I figured any surface dwellers viewing Baucis from afar would be afeared from the general lack of any shape save for its stalk legs and immense shadow.
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