I decided I'd give a certain 3D perspective workflow a try with my new version of the concept art, so I know the space I need to fill to avoid having so much negative space like last time. Using a Blender plugin called BLAM, as well as the image above, I was able to draw lines along the perspective on the floor and walls to give my virtual camera the exact same location, rotation and focal length to match!
With the camera now matching I set about creating assets for the scene, of course tinkering only slightly with the original perspective of the room, to fit the vorticist art movement, and match the rule of thirds composition grid I was using on the virtual camera! To have vorticism be a prominent part of my work, I wanted to incapsulate the randomness of the geometric mess The Mud Bath. So when I was modelling the rectangular patches along the floor, I had to switch my brain off for a second and force myself to be less critical about the transformations I was making to each poly. In the end I was extremely satisfied with how it turned out:
After getting to grips with where I wanted things to go in my scene, I set about making a bunch of assets that'd go into my scene! Guns, Glass, Debris and even
To capture the flat colors of The Mud Bath, I swapped out the default diffuse materials I'd been using for emission materials that usually emit light into a scene. What I found out from doing this is that when everything is emitting light, nothing produces shadows which is exactly what I wanted, since I wanted to make my own shadows with separate materials with the respective shaded color set! The end result compared to the original inspiration can be seen below:
What little "shading" is present in my final illustrated render is actually a radial vignette, which I created by drawing a sphere from one corner of the digital canvas to the other before inverting where the color appeared and blurring it. The vignette has an overlay blend mode, the same blend mode used in Blender to overlay ambient occlusion maps over color textures to create fake shadows!
In summary, I feel that this unit and this artistic process has been a really lovely experience, the freedom to approach this unit how I've liked has been as refreshing as it has been challenging using new workflows and plug-ins. In my next blog post, I'll be discussing how I've gone about developing the musical accompaniment for my concept art for my imagined worlds unit.
Imagined World Artwork 03 - Composition and Summary
Reviewed by Ben Roughton
on
June 19, 2019
Rating:
Reviewed by Ben Roughton
on
June 19, 2019
Rating:




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