Undead Concept Art 1

Posted by Adam Weber on Tuesday, November 24, 2009 14:09

Like the world we live in, the world of Hackberry Hollow is a very diverse place. In addition to the wide variety of cultures, belief systems and ethnicities, there are also varying levels of laziness. There’s the workaholics on one end of the spectrum, and at the other end there are people that just don’t want to do anything productive. Then there’s “so lazy you have to invent ways to show off your laziness.” For them, I present you the Undead Turkey Dinner.

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Prop Concept Art 1

Posted by Glen Moyes on Tuesday, November 17, 2009 17:59

One of the aspects of the story for Hackberry Hollow are votive figures. These are sculptures that are used to remember the dead. We won’t get into the cultural significance as they apply to the story right now, but lets just say that they are significant enough that we are thinking about incorporating them into the new Hackberry Hollow logo.

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More non-spoiler info about votive figures, and photos of Adam’s sculpture after the jump.

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Robot Concept Art 3

Posted by Adam Weber on Tuesday, November 10, 2009 17:34

Today I would like to show some concept art from the newest member of the Hackberry Hollow art team, Shaun Williams. Shaun has been with Lumaglyph from the start, but only recently began submitting concept art into this project for consideration. Below is one of his proposed robot designs.

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Environmental Concept Art 10—Update

Posted by Adam Weber on Friday, November 6, 2009 15:07

My intention on Tuesday was to include three renders of the cabin, but due to rendering time constraints (combined with the late start) I was only able to post two. Here is the third image.

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Like all of the 3D models we’re using for the backgrounds, this was created in Blender. Read on for more details about the above image, as well as how I cut the render time from 30 hours to 19 minutes without changing any of the rendering settings.

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Environmental Concept Art 10

Posted by Adam Weber on Tuesday, November 3, 2009 20:27

Disclaimer: No Cintiqs were harmed during the creation of this image.

Welcome to Plan B Theater! The part of the show where Glen calls me up in the middle of the afternoon to inform me that he has nothing to post on the blog this week!

I would also like to share our official quote of the day:

“Vehicle design fills me with rage!” -Glen Moyes.

As punishment for this mishap I will write another vehicle design into the script.

So let’s talk about cabins. I like modeling cabins. Probably because I like camping. Not that camping resembles this resident’s lifestyle in any way.

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Read on for more!

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Environmental Concept Art 9

Posted by Glen Moyes on Tuesday, October 27, 2009 16:03

We just started working on a brand environment this week. Architecturally this area is going to be quite complex, in fact it’s probably going to be the most complex area in the comic. It doesn’t look complex right now because this is just the first concept art session between Shane and myself, and what’s painted below is a very small part of a very large structure, but we are starting off with establishing the most important part of the area: the mood.

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Sketches and description after the jump.

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Robot Concept Art 2

Posted by Glen Moyes on Tuesday, October 20, 2009 4:00

Welcome to Out of Context Theater! The part of the show were we present a picture with no context!

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Will context be provided after the jump? Click the link to find out!

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Magic System Concept Art 1

Posted by Glen Moyes on Tuesday, October 13, 2009 15:07

Mmm. Magic symbols.

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More words and punctuation after the jump.

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Environmental Concept Art 8

Posted by Glen Moyes on Tuesday, October 6, 2009 11:57

Here’s a couple of color studies that I put together for one of the environments in the story.

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More text and full images after the jump.

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Interior Concept Art 3

Posted by Adam Weber on Tuesday, September 29, 2009 12:00

I have several images to show you today. A while back Shane put together a great mockup of what Preston’s cabin should look like inside and out, and a few weeks ago we approved the final design. Since then I’ve been chugging away at creating a final detailed version, with the same level of finesse as the pirate ship. This is still in much earlier stages, so I don’t have a nice lighting rig on it yet, but the preview render still clearly shows the direction this is going:

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More after the jump…

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