Mixing 2D and 3D in Concept Production
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This is amazing! Please tell us, What programs where used to create these amazing animations?

I am continuing development on WorldKit as a solo endeavor now. Progress is a bit slower as I've had to take a more moderate approach to development hours. I took a short break following the failure of the commercial launch, and now I have started up again, but I've gone from 90 hour work weeks to around 40 or 50 hour work weeks. See my longer reply on the future of WorldKit here: https://www.youtube.com/watch?v=CAYgW5JfCQw&lc=UgxtXVCCULAyzrzAwvp4AaABAg.8swLeUjv7Fb8swt1875FAT I am hard at work with research and code, and am not quite ready to start the next fund-raising campaign to open-source, so I've been quiet for a while. I hope to have a video out on the new features in the next few weeks.

Someone please create open source world creator already in C/C++.

Mixing 2D and 3D in Concept Production
10 November, 2017
Tutorial

Christopher Schiefer talked a little about the way he uses 3d and 2d tools to create outstanding images.

 

Composition and design:

Strict use of Symmetry. Repetition, Rhythm and making the subject as expensive as possible to achieve a stronger impact.

Additionally, I used Subtitles and a 1.85:1 ratio.

Green = Symmetry
Red = Repetition and eye movement Blue = Center
Yellow = Emphasis

Economic Management using scripts:

In order to keep everything organized in the 3D Scenes, I worked on 20+ scripts in my free time to reduce the work on importing and adjusting all meshes to be rendered faster and artifact free. Also, I recommend working on little add-ons for your workflow. Learning python is easy to do and the benefit is massive if used to speed up your workflow.

It makes a serious difference if you spend your time on your workflow. You are able to do more massive scenes with less iterations and Therefore you can produce more and more scenes!

Materials:

I came to the conclusion that in concept art we have to use procedural based methods to add variation on the base renders to reduce some work later in breaking up Flat surfaces.

I took the idea of Smart materials from Substance Painter and implemented my own version of it in blender. So I work on all Channels separately.

E.g Wet surfaces based on Normals and Dirt stretching according to normals. White and Black dirt.

Christopher Schiefer, Concept Designer 

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