On Friday, I participated in Lucasfilm’s annual Sidewalk Festival. Teams of four get to sign up for a sidewalk square each and are given chalk to use in creating their design. I thought it would be fun to be a part of it, but I didn’t have a team. Luckily, there was a team of two that needed some extra artists and I got hooked up with them. It was only three of us, but we had a good design to work on and together we were able to get a nice representation of it on the sidewalk square. The judging happened after I had left for the day, so I don’t know what the final result was, but we got a lot of positive comments from passers by. Does anyone know who this is on our picture?
Things have been busy these days, so my blog has suffered a bit. As usual, I’m doing digital illustration work, looking for new projects, and seeing what my next big move should be. I’m looking at trying to get some visual effects work on upcoming movies and I actually had an interview at ILM yesterday! Onsite at the Presidio in San Francisco, so that was pretty exciting. We’ll see what happens.
Here are some sections from a project I finished recently. If the format or subject matter look familiar, it’s for a calendar header like many I’ve done before. This one was fun, but really took me a long time, painting all those darn buildings. And then all the bridges. And then that inset image of the top of the bridge…
Here’s one that’s not quite an illustration. It’s more of a logo that I had to design, but with Photoshop I was able to make it look a bit more dimensional and give it some texture.
Another calendar header image. This one worked out okay, but I had hoped it would have been a bit better. Still, it’s pretty good I guess.
This is a series I got through my rep. It was a pretty cool job, but the images were very large and required a lot of work. Much of the detail gets lost in these small images, but they should give you an idea of what went into the final images. The first two are panoramic images from a coal plant and the third was a cutaway view of one of the interior turbines in the plant.
This last one is really a photo editing project instead of an illustration. The background was quite complex and required a lot of hand painting to mask it out. There is some concept going on here, but it might be hard to make out.
I did do a bit of texturing for the geometry and rendered with Ambient Occlusion and Global Illumination to get realistic highlights and shadows. the renders were done as multi-pass so that I could take them into Photoshop and separate out the parts I needed. There was some background painting and touch up here and there to band things up and add a bit more realism and get away from that sterile look so common in many 3D renders. Overall, I think they look okay. On the bottom cofferdam image, the water isn’t a photo, but I started with water photos to pull selections out of to make the final layers. For detailed waves and ripples, I’ve found that this technique is much more efficient than painting water from scratch. I used the same steps for the water in a previous illustration. You can check out my tutorial on how to do it here.