Here I'm paying homage to "Data Design" and the great sci-fi designers before me and allowing their creative pipeline to influence mine. While focusing on Mars as a narrative it offers a lot of rich ideas to generate even more content. Space travel and science fiction have held my attention since I was a little kid so it seems like a natural place to land and explore. From concept drawings, to Photoshop and Illustrator, to Maya, and post production After Effects here is where we get to have some fun.
From drawings I started to build out poly shapes in Maya and laying out the UV's. Once The UV's were cut/sewn, merged, and laid out I imported the UV's into Substance Painter. From there I created and applied the surface and textures. In the Arnold render views you can see the subtle texture of the surface in the wash of light. Next, I applied those textures to the meshes in Maya and set up the cameras. Finally, I rendered out the camera animations.
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This is a proof of concept animation showing how pushing the picture plane into the Z axis can add interest to the center stack of a vehicle.
This is a proof of concept animation showing how pushing the picture plane into the Z axis can add interest to the center stack of a vehicle.
Here I'm building out pixel perfect assets to the grid in Illustrator and preparing the file for export.
Here I'm building out pixel perfect assets to the grid in Illustrator and preparing the file for export.
Here I'm having fun in Photoshop. Layering, clipping, putting in effects, finding edges, adjusting colors, pushing back opacities, and clipping masks.
This is the layered psd composition from the After Effects build for a still shot of the null and camera.
Here I'm building out pixel perfect assets to the grid in Illustrator and preparing the file for export.
Here I'm building out pixel perfect assets to the grid in Illustrator and preparing the file for export.
Here I'm building out pixel perfect assets to the grid in Illustrator and preparing the file for export.
Here's a screen-shot of the motion sequence. I'm looking for depth, shapes, lines, and how they all interact with each other to form the composition.
After some time building out the poly shapes, laying out the UV maps, texturing, and lighting I arrived at this point.
Here is a snippet of the shapes.