Process: with Blender
IDW Transformers fanart that tripled as experimentation with digital etching and Blender + fSpy.
I wanted to illustrate Ratchet's clinic in the Dead End (a slum) and started by photobashing an establishing shot of the surroundings, taking inspiration from the comics. Then I blocked a section of the shot in Blender and drew over it for the final vertical illustration.
Using Blender also sped up my "etching" process because I could use a Threshold filter in Photoshop to push rendered shadows to black and lit faces to white.
"Etching" process details are below because it was fun to figure out!
I wanted to illustrate Ratchet's clinic in the Dead End (a slum) and started by photobashing an establishing shot of the surroundings, taking inspiration from the comics. Then I blocked a section of the shot in Blender and drew over it for the final vertical illustration.
Using Blender also sped up my "etching" process because I could use a Threshold filter in Photoshop to push rendered shadows to black and lit faces to white.
"Etching" process details are below because it was fun to figure out!
Digital etching layer setup (Photoshop)
I drew on layer masks so that I could reuse the same setup for different objects in the piece.
After separating the lit and shadowed sides, I copied and inverted the mask defining the lit (white) areas and clipped it on top of the folder containing all the hatch lines, so that in shadow, hatching lines would appear white, and in lit areas they would be black.
I drew on layer masks so that I could reuse the same setup for different objects in the piece.
After separating the lit and shadowed sides, I copied and inverted the mask defining the lit (white) areas and clipped it on top of the folder containing all the hatch lines, so that in shadow, hatching lines would appear white, and in lit areas they would be black.
Process: hand-drawn
Streets vs. Ruins
Full zine can be found at https://streetsofzine.com/!
Full zine can be found at https://streetsofzine.com/!
Asians in Animation Summer Immersive Lab promotional art
Brief: Summer day, big blue sky, painted but pretty clean render style,
depth and light flares, anime/Shinkai art style
Brief: Summer day, big blue sky, painted but pretty clean render style,
depth and light flares, anime/Shinkai art style
Process: in Unreal Engine
Welcome to Planet X!
Assignment to design an alien planet worthy of tourism, for the Building Environment & Matte Painting WIA mentorship circle under Alyssa Zárate. Built using Unreal Engine and Kitbash3D's Minerva kit, painted over in Photoshop.
Assignment to design an alien planet worthy of tourism, for the Building Environment & Matte Painting WIA mentorship circle under Alyssa Zárate. Built using Unreal Engine and Kitbash3D's Minerva kit, painted over in Photoshop.