The For Luna team has been busy as ever lately. We’re rolling on getting the set done while simultaneously gearing up to get into blocking animation by next week. Above are some stills of a first lighting test with some early textures applied. We still have so much left, but it’s starting to feel real!
Angry mech boi from Polyversal.
Composite for a friend’s project from a while ago.
The dystopian future in Polyversal’s Rulebook. One of ten full page commissions of mine.
My tumblr this week.
Another tall canvass one from earlier this year. It’s nice to see I forced myself to do something with warmer tones.
Paradigm orbital spy satellite from War Co.
I noticed all of Tumblr artist people have an icon that is themselves drawn. So here’s a portrait study of that. Not an expert in portraits just yet! It’s something I aim to start practicing.
A UN space dock from Polyversal, a yet to be released miniatures game I worked on.
Starship Athena.
Reused some ancient line art of mine for this one.
Throwback to some 2016 work: Mars Provision Frigate
Another speed paint composite from earlier this year.
Some speed paint composites from earlier this year.
This week I started the preliminary process of putting together the first animatic, and discovered a number of hurdles that's going to make this process more difficult than those I've put together in the past. I don't brand myself as an excellent character artist (since environments always strike my fancy far for more), and what I realized is that this animatic is going to need fantastic gestural work- for quadrupeds. Which means that from a fundamental point, I need to practice this, and the characters need a solid 2D design I can use. All which will take time to work on. Playing to my strengths to at least get started, I've organized each act and the required locations and their backgrounds. Pulling from the existing style frames to start on basic locations.
For Luna concept still: Rebel and Luna napping.
For Luna concept still: Rebel meets Khloe.