I recently finished a class by Simeon Schaffner. I wanted to build something much more epic and realistic then some of my previous work with the use of blender and photo overlays.
These capsule based buildings were a way for me to refine my process. For this, I started off with some basic building shapes and some limited texture pallets to keep things cohesive.
From there I created some very messy, but very important potential compositions.
And of course, here are the 10 buildings and a building floor stone blocked out in 3D. The handpainted texture really helped keep the painterly style consistent through the whole process.
A lot of time was spent in 3D on this piece. I wanted to make sure that I pushed lighting and composition before I started painting in 2D. I reused lots of foliage from my growing library of models I created as well as some megascans from Quixel. The human model was posed and brought in from DAZ.
Above are some detailed prop and layout explorations to see what other parts of this complex might look like. Below are the quick, messy, but very important shape and composition thoughts.
2 viewport display grabs to show how things look before photoshop.
Cleaned up pages of exploration sketches from my person project SOLARIUM. I’ve done a lot of exploration and thinking for shape language, story beats, flora, fauna, and mood in my sketchbook that I wanted to share. I still have a lot to plan out, but I hope that you enjoy.
Each of these yellow sticky notes marks a page with project sketches.
Mooncolony recently hosted an art competition called Tavern Trouble. I decided I wanted to go with something more lighthearted and less violent so I chose a ghost singer who is more of a commotion than dangerous.
I want to explore more of the Solarium world. I started by thinking about what sort of interaction previous inhabitants might have had with the environment and what that might have looked like.
After some rough sketching, I moved over to blender to do some blocks outs. Assets from Quixel Bridge and posing in DAZ were brought in to help this stage. Everything else was modeled and textured by me.