Second speed painting for today, this one started as a landscape painting which I am posting up later as well. I rotated the canvas and actually liked what was shown so i went with it, added a waterfall and a few ships speeding down between the dam and waterfall. 1 Hours work
I have started doing speed paintings again to pull myself out of a rut and to get motivated again. This one was the first and probably my least favourite but after about an hours work I stop and move on to the next and it's practice. Read into it what you will
Haven't seen the movie yet, though. I heard it doesn't meet expectations :/ Damn, I want this movie to be awesome! I mean, the concept and prodcution value alone seem epic from what I saw in the trailers...
A quick piece to mess around with one night. Working on ship design is pretty laid back for me, though maybe that leads to some bland design.
As I checked to make sure I got my port/starboard right I learned that I put the bridge on the non standard side, oh well The majority of the ships weapons are mounted on the bow including massive spinal rail guns. Central areas hold military crew and any forces to be launched, from fighters and bombers to ground forces. Engines stern of course.
--------------------------------------------------------- Planetside 2 is out soon! Watch the trailer here: [link] ---------------------------------------------------------
--------------------------------------------------------- Current Planetside 2 design, and Planetside 1 design. [link] ---------------------------------------------------------
So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.
Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.
I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)
Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.
While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. )
So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside!
More on this piece: -Credit to Steve Wang/John Laurence for the copy writing and backstory unless stated otherwise. -Concept presented in 'Nanite Grey' since its a common pool vehicle. (NS Logo designed by me)
For those who remember this piece of mine: [link] and left cool story ideas about the origins of such a "heretical" IG design, thank you! I've been considering different plots and the whole Tau engineering collaboration + Gue'vesa auxillary idea seemed the most plausible and exciting for me.
Here's an updated story on its origins:
The Phobos Pattern was originally designed by an eccentric, albeit well-meaning techpriest on a forgeworld along the dark fringes of Imperium space. It was built in memory of his son, who died on an icy moon while serving as a Imperial Guard conscript in some forgotten campaign against Tyranids.
His labour of love, the Phobos Pattern, a semi autonomous exo-suit, was designed for normal human proportions, and for deployment amongst the Imperial Guard. The suit was not intended to replace or even come close to an Astartes armour, but act as a 'force multiplier' to bolster IG ranks and to allow once disabled soldiers to fight as equals alongside their own. Once complete, the Phobos MK1 plans were presented to the Imperium, and deemed absolutely heretical. As a result, his Forgeworld was to be swept by Space Marine kill teams in a purge mission. The Older brother sent to kill the younger brother as ordered by their Father.
The small Astartes force that was sent to wipe them out realised the visionary aspect of the project during the mission briefing itself, but continued their mission without question for fear of being labelled traitors.
The IG test-pilot force that comprised of young and old, able-bodied and paraplegic, all suited up in Phobos Pattern armour and fought back bravely to preserve their project; as well as to prove their undying love for the Imperium's future.
Eventually, the Astartes force was reduced to the last Marine, a Sargeant who called down an orbital nuclear bombardment when the mission was deemed a failure.
In his final moments he looks on as a shuttle escapes the facility and into the warp, and with it, the construction template for the Phobos Pattern armour. That was his only act of defiance to the Emperor in his lifetime as a Space Marine, one that he hoped would help pave the way to a brighter future for the Imperium.
The shuttle emerged from the warp years later, and found itself in Tau space. The Tau, learning of its origins and potential, openly embraced the Phobos Pattern prototype and began additional R&D work to implement it into their Gue'vesa/Human Auxillary force.
In this scenario, the Tau combat systems research/construction facility that manufactures the Phobos Pattern armour itself, also maintains an actual Tyranid hatchery on location to be used in live combat trials. As such, they operate on a remote population-free moon due to security concerns.
A major security breach later, and the only surviving Tau (the facility commandant) and his trusted aide and Gue'vesa hold off the escaped Tyranid specimens till a rapid response lockdown crew arrives. The facility's personnel sacrificed themselves to buy him time to download the Pattern construction plan and hotfoot it to the extraction point, and he is clearly determined to see the mission(and their valiant sacrifice) through. The Tau force evacuating them are a special stealth-only anti-'Nid detachment sporting customised gear: XV25 suits and Super-Remora drones as well as a Longbow Heavy Sniper drone to neutralise hardened specimens.
"Bear with the pain, commandant! Hammerhead is inbound. The plans must survive for the greater good!"
Here's a another speed painting I did this afternoon, trying out a post apocalyptic scene and wanted to share on some different techniques and hope to inspire some other people out there.
The time lapse of the video is here [link] It's about 2.5 hours in real time.
Also, you guys could recommend want you want to know and what you would like me to share, I'll review them and hopefully do painting recordings to reply them. Just throw me any requests you have in mind.
So, you can follow my youtube channel and stay tuned for coming vids. [link]
I'm not really that good at paintings, unlike masters like fengzhu, daniel dociu, kekai, etc, but i'm also learning, so i'll try to help those who're like me as well out there.
Hi there, its been awhile. Heres a new work to warm up my pre-production presentation as a concept artist, inspired by Karanak! His presentation of concepts are superb, one of the best presentation i've seen. This is also practice on 3D modeling, it's quite a challenge for me as i'm quite slow and dumb when it comes to a software that has so many buttons, but its a start!
Took me a whole day to model out the fella, and the painting+the layout was around 3 hours plus.
A practice to sharpen up my presentation skills on my concepts, as I usually just paint them in a scene and alot of the details/functions/concepts are unclear, it's quite a bad habit of mine. Fullview if you want to check out the details!
Currently trying out different renderers for the model, will post some other versions of the concept sheet and some render tests.
Wanted to submit something, not completely satisfied with it but it was in my old stuff now so I thought it could be something cool to show anyway! Vue 10 for the mountain, 3DSmax for the spaceship. Postwork and planets in Photoshop CS3
It's been a while since I did not make a matte sci-fi scene and here is "The Terminal". This one is fully inspired by a French artist I discovered in the following book in french (sorry...): [link] It's Paul Chadeisson I should credit him for the composition and the brushes he kindly shared, check out his website: [link] Have a look at his gallery, it's really good.
Nevertheless, everything has been fully made by myself, no like for like elements. I added many things, details and textures.
I had the extreme privilege to visit a refinery a couple of months ago and with the exceptional authorisation of the Refinery of Grandpuits in France I had this plate, and couldn't resist turning it into a sci-fi matte painting.
I assure you, the visit was just awesome, I know I know a refinery is not the glamourous place ever but it is just another world. You feel like being in a gloomy scene from Blade Runner movie, with steam, pipes everywhere, noise, and oil smells. I went around 35m up the ground just exactly where the two aliens are. Kind of creepy he he...!
Hope you will like it, this is mostly 2D for I pushed further my painting skills. Basically only the main spaceships have been modelled in Zbrush but postworked quite a lot.
Cheers for your favs and comments! Textures and stocks are mine.