Initial concept work for Rick’s visor. Concept was made using a rough mockup I made in ZBrush that I photobashed and painted on in Photoshop.

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Initial concept work for Rick’s visor. Concept was made using a rough mockup I made in ZBrush that I photobashed and painted on in Photoshop.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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A quick wearable tech guide for the four leads of Foreigner.
Preview screen cap of some updated portrait sketches currently in progress.
More progress on my ZBrush model. Clothing was created in Marvelous Designer and retopoed in Modo. Currently I am bringing some sculpted detail back into the clothing. The vest sculpt is finished, everything else is WIP.
I slapped some draft Fibermesh hair on as well to get an idea of how the end model will look.
ZBrush sculpt in progress for an upcoming painting.

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Compositional sketches for a new key art piece.
Final concept painting for Steve McKinney and Anders Mikkelsen. The concept was based loosely off of Norwegian Folkeræs and street racing.
Piece was completed using Photoshop, Blender and modo.
Monday reblog.
Final concept painting for Steve McKinney and Anders Mikkelsen. The concept was based loosely off of Norwegian Folkeræs and street racing.
Piece was completed using Photoshop, Blender and modo.
Preliminary sketches for an upcoming painting. I tried a new approach, focusing more on shape and tone than line.
Interior concept design for Steve McKinney's repair garage in futurist Oslo.
Below are exploratory architectural designs I used for designing the building.

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Character concept for Natalya Biryukova. This is a snapshot of my concepting process with her. Her base model was designed some time ago, but the costume design needed refinement. Each of the team members in ‘Foreigner’ represent a country, a time period, weapons preference and vocation. With Natalya, I needed to determine which of these ‘assets’ was going to be the design driver.
The four chosen designs for refinement were Soviet-forward, Doctor-forward, and Future-forward. Steve and Rick’s designs spoke more to time period/age, so I ended up leaning towards a parkour inspired future-forward design for her as well.
Color variants for the final design are shown below.
A flight suit design idea. There are a couple different wear variants based on where the pilot is/amount of oxygen available.
Some new environment concepts. Top are a few ideations of the colony, and the bottom is the final matte concept. Sketches and compositing were done in Photoshop, the architecture was rendered in Blender Cycles.
A continuation of the cinematic light studies using film stills and my character designs. Meet the villains, Donovan and Eli. All studies were completed in under 2 hours.
A speed painting experiment to work on cinematic lighting. Each painting is 2 hours or under, with the exception of Jack. I chose stills from four films with disparate lighting and attempted to mimic the lighting using an invented character.

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I've been working on this for a while, so I thought I'd go ahead and share my most recent foray into vehicle design. This will be Rick's first plane while serving in the military, so I wanted it to look a bit dated and/or 'eighties' for lack of a better term.
Generally I like to start with a silhouetting process, where I work from an initial shape, and refine inwards as I go along. I have more of a background in graphic design than I do industrial design, so this way of working makes a bit more sense to me than the 'traditional' way of going about this.
The silhouette ended up being a (heavily) altered mash-up of the Eurofighter Typhoon and the F-35.
I wanted Jericho needed to look boxy and aggressive, so I referenced the Lamborghini Countach for most of the details. Not pictured but also referenced were the Delorean and the NASA Challenger.
Next up will be the orthogonal plans and a render of the modeled plane.
My new and improved lookbook and resume for 2014-2015. I recently sent this out to a few companies (whose names have been redacted for privacy's sake). Everything is formatted under general load screens showing the skill sets used to create the projects displayed.
The design is meant to tie together science, art and engineering. Also, video game load screens, you know, in case any of you were unaware that I am pretty into gaming.
It ended up being some odd combination of valence electrons and the FFX sphere grid.