Wednesday, August 1, 2012

Rack N Ruin

Tyler Hunter, a former high end 3D modeler for Blizzard, quit recently to develop his own indie games. He hired me to do a few concept pieces to be used for inspiration and promotion of his project. Each image represents different areas or environments of the game.

He just put it up on Kickstarter to crowdsource the funding of the remaining stages of the developing the game. 

He's putting together a pretty stellar team for the remaining development and your funding could go a long way to making it be as perfect as possible.  Not to mention the great prizes for kickstarter supporters he's put together.

Here are the images I created for it.

Thursday, June 21, 2012

Bottom of the Ninth Now Available!

Bottom of the Ninth is OUT and available for the iPad and iPhone in the Apple App Store. 

Also being featured in the Apps Magazine

Below is Ryan Woodward's Press Release. Bottom of the Ninth Website.

"Bottom of the Ninth", A Unique Animated Graphic Novel App for iPad, Now Available on the App Store

Latest story from professional animator and storyboard artist, Ryan Woodward, features the world of New Baseball, set 200 years in the future

Mapleton, Utah -- June 21, 2012 -- Veteran animator and storyboard artist Ryan Woodward goes indie again with "Bottom of the Ninth", a unique animated graphic novel app designed specifically for iPad. The app is a reflection of Ryan's industry experience, keeping with the integrity of a traditional comic layout, but enhanced with fully animated 2D and 3D animations, an original score, and professional voice actors. 

The Story
Bottom of the Ninth takes place 200 years from now where the game of baseball has evolved into a rough gladiator-type event which sports a vertical infield and artificial gravity to enhance the danger of the game. The epic story starts with the first chapter, "Prologue", which sets up the characters and the world of Tao City.  Subsequent chapters will further develop the story and introduce readers to the 18-year-old female protagonist, Candy Cunningham. 

Candy Cunningham was born with a phenomenal athletic ability. Her father, Gordy Cunningham is an aged major league New Baseball player who's athletic abilities have atrophied into a crowd pleasing clown act. Candy's incredible ability to pitch the fastest pitch in history lands her in the celebrity seat among a New Baseball crazed culture of sports endorsements, advertising and strategic manipulation. The story follows the two characters through the exciting and dangerous world of New Baseball.

About Ryan Woodward
Ryan Woodward has been a professional animator and storyboard artist since 1995.  His screen credits include The Avengers, Snow White and the Huntsman, Ironman 2, Cowboys and Aliens, Spiderman 2 &3, The Iron Giant(’98), Space Jam(’96), etc.  His recent independent productions are aimed at creating new genres of storytelling. His last short animated film, Thought of You, won several prestigious awards and is currently rated in the top 10 highest animation plays on Ryan created, designed, wrote, penciled, animated, composed, directed and produced this production. His small, yet elite team of dedicated artists assisted in areas of design, 3D animation, and app development.

Baseball legend Dale Murphy of the Atlanta Braves lends his voice as "The Murph" a retired legend turned sports announcer. Dale was a 2 time MVP (‘82, ‘83) sporting 398 career home runs.

The Bottom of the Ninth App is available for $3.99 from the App Store on iPad or at New chapters of the graphic novel will be available via In-App Purchase as they are released. 

-image by Ryan Woodward

Tuesday, May 29, 2012

zbrush learning: topology tools

I've been learning how to use the topology tools over the last day as well as how to manipulate edge loops, creases, and extrusion. If I can sort through it, those arm bands will be part of a larger weapons system.

Sunday, May 27, 2012

zbrush learning

Had a chance to get back to this. I've gone through and mostly refined the secondary level of detail, crisping up edges and looking at how the forms turn while digging in some of the grooves. I also created new hands and put some of these similar details into them.

Wednesday, May 16, 2012

zbrush learning: Critter Building

I've been following along with the creature sculpting workshop with Jesse Sandifer on I'm doing something very different from what he's doing, but still paying very close attention to his process.

I started with a zsphere model, converted it to a dynamesh and then sculpted from there.  It has a way to go. I'll be adding on accessories and other equipment as a way of learning these tools well.  What's great about using these methods for the base mesh is that it allows you to adjust the proportions very easily and quickly without stretching out the polys too much.  I adjusted his proportions quite a bit after I started sculpting him, when I realized he was too squat for the design I had in mind.

Tuesday, May 15, 2012

Bottom of the Ninth

This is a trailer for a project I worked on over the last winter doing environmental, architectural, and equipment design stuff for.  I also did some vector designs in Illustrator for the texture maps for the 3D models. It's a personal project developed by Ryan Woodward as a prelude for a full animated graphic novel that he has in the works for mobile devices.

Check it out, he did an amazing job.

Now featured on ESPN.


Monday, April 23, 2012

Speed Paint

Today's speed paint pshop copy.  Source

Sunday, April 22, 2012

zBrush Learning: polypainting

Zbrush has a special texturing mode that allows you to use every pixel on a texture map. This method, however, leaves the texture essentially uneditable in any other normal image editing program, i.e. photoshop.  This isn't all the pretty and I could probably do a much better job if I took some serious time to do this and...if it weren't my first time. The plan now is to complete this set of basic tutorials and then do them again, but instead of building a zombie...I'll build something I can use.  Based on the list, there are only a couple sections left that deal specifically with developing the zombie. Then there are a handful of tutorials that cover, in more detail some of the newer features of the several releases of Zbrush 4.

What's been nice about these tutorials is that as I see how the process works, I see how I could set things up a bit better in the beginning to make the finish more efficient and stronger.

Thursday, April 19, 2012

zBrush Learning: Inventing a Bug

A few days ago I thought I'd venture away from the learning program and test out some of the things I've learned on an independent critter.  So I made a bug.  I used zspheres to quickly lay out the general masses and structure. Then I switched to dyanmesh to pull out some details and push and pull the masses. Then I subdivided it and added some details. There's a lot more to learn (...hard surface modeling, for example).

Tuesday, April 17, 2012

zBrush Learning

I've been taking the tutorials on over the last week. To walk you through the program they have you build a zombie.  I actually bought the program for my BFA project when it was at version 1.5 back in 2004, but back then they were still very concerned about being a 2.5D program, which is cool, but is a very niche market. I think the interests of their customers and the appearance of programs like mudbox really kicked them into gear and over the last 5+ years the program has become a lot more user friendly. They've also been kind enough to update it for free.

Over the last few years I've thought of dozens if not hundreds of instances when I would love to use it for a project, but my ignorance kept getting in the way. I've always pulled it out and occasionally played with the program, but never developed any proficiency. The menus and options are quite daunting. There were also a limited number of easy to access and cheap learning resources, that has changed. There are tons of great ones now.

I decided to give Kingslien's zbrushworkshops a try after going through the free ones he provides as an initial sampler.  So far it has cleared up a lot of things that have always confused me about the program. The process he walks you through to demonstrate the important features and applications of the program is to build a zombie from scratch.  The free tutorials get you through sculpting the head. The remainder have you build the body, clothing, and other accessories. There are additional tutorials on other subjects, such as lightcaps, dynamesh, zspheres, and many others.