Concept Art Part 2

December 14th, 2010, by gma

Sifting the Sands – Part 2

God created Arrakis to train the faithful.

Welcome back. Last week I talked a little bit about sketching as a tool for idea development. Today I’m going to talk about how you then take that rough design and flesh it out into something presentable.

Stage A – The clean drawing

The example I’m going to use is the development of the Harkonnen Dragon Tank, since it went through several iterations before I arrived at the final version. While I was developing the design I was asking myself key questions that the design needed to satisfy. I asked, “How does this thing move?”, “What kind of weaponry does it carry and how does it store the ammunition?”, “What kind of visual impression do I want to give the viewer?”

I knew that the Dragon was a flame-throwing tank so it needed to be able to spray a burning chemical mixture. I researched some flame-thrower designs and found they usually contain one or two chemical tanks with a propellant and a built-in ignition source. Knowing this, I reasoned that this tank would need large pressurized containers and a means to deliver them. In looking for possible form inspirations I looked at WWI tank designs and American Civil War-era gun sleds since they have a kind of heavily armored but slightly primitive or retro technology appeal that would work well with the exposed tread style we had used previously in the Harkonnen Aggressor Tank. Since these designs are part of a visual family I wanted to make sure that they shared some style elements without being too similar.

So this was the first cleaned up drawing of the Dragon tank:

This was drawn directly into Photoshop using a Wacom Cintiq tablet screen and I used standard perspective drawing conventions; you can still see many of the construction lines visible in the drawing on the left. The drawing on the right is a copy with the materials blocked out in appropriate colors. I do this so that I can get a sense of the visual rhythm of the shapes. After looking at it, the team and I decided that it wasn’t working for several reasons. It was too small-looking and not intimidating, the cockpit design didn’t really work and it appeared to be a lower tech level than the Aggressor. Sometimes a drawing doesn’t turn out the way you anticipated or, while technically proficient, doesn’t hit the mark in terms of design. This is ok, and it’s a necessary step in design development. Try not to become too attached to your work because you may be forced to abandon it and go in a new direction. Keep these old ideas (you may be able to use them on another project) but always remember that your job is to serve the visual needs of the story and anything that doesn’t meet those goals needs to be revised.

So I went back to the metaphorical drawing board and reconsidered my overall form. This tank is going to be slow-moving and rely on its armor for protection while it trundles around, so I took inspiration from the shape of a turtle. I widened the body and upgraded to two chemical tanks instead of one, which necessitated moving the treads around. I stumbled upon the idea of dividing the treads into front and back with two in the front and one in the back between the tanks. A unique and distinctive configuration and not something I’ve ever seen except perhaps on a snow-mobile.

This design worked much better but there was still something not quite right about it. Eventually I figured out that the front cockpit was still not working, the round shape was still at odds with the overall angular aesthetic and was competing with it instead of complementing it. So I modified it once again to the final flat slitted window. Finally we had a design that felt right and looked very dangerous and unique.

Stage B – The final painting

This is where the fun part begins.

Since I had already blocked out the material color groups on different layers in Photoshop, I could easily paint on these layers individually without affecting the others. I begin by assigning a tone to each of the major surfaces according to the light source I picked. It’s important to keep it consistent as I paint in each material accurately, one at a time. I always paint dark-to-light, since it’s much harder to get shadows and highlights to layer correctly otherwise and I I use custom brushes for rust, grit, verdigris and grime, made from looking at images of different kinds of metal and then trying to replicate them.

I then paint overall lighting, shadows or effects on top and add any photographic textures on separate layers as well. Bring in the background and you’re done.

___

Hope you have enjoyed seeing a little bit about how the concept art for Dune:War of the Spice is created and I look forward to bringing you more as soon as I can.

Nathan
D:WS Art Director, Concept Artist

 

Concept Art

December 7th, 2010, by gma

Sifting the Sands – Part 1

A beginning is a delicate time.

Whenever I approach a new design, the most difficult part is before pen ever touches paper. (Yes, I still do use paper, in addition to digital tools). No matter what I’m designing, the first part of any design needs to be an idea. Sometimes ideas come quickly, unbidden, the kind of thing that you have to scribble down before it slips out of your mind on a passing breeze. Sometime you have to work at it and keep shaking that piggy bank until some shiny change falls out.

For both of these occasions there is no greater tool than a sketchbook. I always have one on hand. If you’ve trying to choose a sketchbook, pick one that fits easily into a piece of clothing that you wear often: a jacket, a backpack or, in my case, the leg pocket of my cargo pants. The smaller, the better. Working small not only means you can work anywhere, but you can work out a lot of ideas more quickly if they’re too small for you to get lost in the details. Always carry a pen too, or your sketchbook isn’t really much use. You could draw in blood, but I wouldn’t recommend it.

I use one similar to this:

But you can pick whatever form factor and page configuration works best for you.

When I sit down to sketch I always ask myself questions which I must then answer through design. Questions like: “How does this vehicle move?”, “What does this creature eat?”, “What kind of life does this character have?” etc. Since design should always illuminate story, answering these questions visually allows the audience to connect with your creations beyond their surface appearance and makes them more believable, since the design gives them additional information that they may not even be consciously aware of. This kind of thinking needs to happen before and during the actual drawing process. Always think about these basic considerations and the forms that answer them before you work on styling. Style can always be adapted to fit whatever genre you want this design to match, but form is the structure that has to be beneath it.

The freedom of filling a book with small “thumbnail” sketches is that you can explore and iterate ideas very quickly in order to pick a direction in which to focus your efforts. This is the result:

Not all of what you produce is going to make the cut. This page contains many alternate designs which were abandoned for various reasons and some ideas that are not yet fully developed. Never throw any of this stuff away, often looking back at pages like these will help spur new ideas and remind you of things you’ve already tried.

Next time I’ll show you how a design goes from this chaotic rough state to a detailed drawing, and then to a final painting.

Nathan
D:WS Art Director, Concept Artist

 

Polygon Culling

September 3rd, 2010, by vachyre

For a high poly modeller this stage is painful.

Having to trim your high detail masterpiece to some fast loading lightweight alternative without loosing the detail is difficult and can feel like you’re undoing your work.

Thankfully the UDK’s support for normal mapping will ensure that many of the less obtrussive details remain without being physically there.
As you can see in this Shot of the high and lo poly backpack.

Oh Well, just the rest of the model to go now,

Vachyre.

 

Still alive…

September 3rd, 2010, by ccgx

And trying something! As you may can see in this URL, we are starting with some development blogs. There is currently a very huge gap between our last news post and now, this is because we’ve been so busy building things and recruiting new members. Our development blog will hopefully fix that and brings you some updates and some insights of our development process. We will still bring you official news posts with huge updates (hopefully soon), the development blogs will mostly cover small updates, some sneak peaks and informations written by the staff itself, mostly without proofread (this applys mostly for my not-that-perfect-english skills).

Hopefully we can bring you some entrys here this weekend, maybe within the next week, so stay tuned!

Greetz,
Carl-Christian/ccgx