William Thorup

Illustrator, Motion Graphics Designer, Animator, and VFX Artist

Category: Concept Art

  • A New Focus | Concept Art

    A New Focus | Concept Art

    My brother Bryce and I are putting together a game for the Atari Jaguar, and I have been working on character design, game assets, and getting a story together for the project.

    This piece was spontaneous, coming out a sketch session. It was also very fun to work on. I want to thank my a few of my friends, Ethan, Micheal, and April for the critique. Your help is needed and always appreciated.


    A New Focus_final_web


    One part a really enjoyed was additional programs, on top of the Gimp, to get to the final piece. You will notice that in the video, I just out to Krita and Blender. I used Krita’s mirror functions to come up with a concept for the weapons spinning around the character, and I used Blender to model, place, and light the weapon. I have used similar processes in the past, although this time felt like it was really good decision making on my part. It sped up the overall process of the painting, and I think I achieved a better result than if I had done it all in the Gimp.

    There will definitely be more of about this game in the future. I have already put together some turn based battle mock-ups with sprites, and Bryce has been putting some of these assets to use with actual programs on the Jaguar. It’s awesome to see this stuff actually turn into a playable form.

  • Project Nebula | Desert Coast City Concept

    Project Nebula | Desert Coast City Concept

    Desert to ocean_web

    I won’t be able to get a weekly sketch review together this week.  I have been swamped with finishing up Josh the Whale, and getting near future projects organized.


    Luckily, with the spare time that I made today, I was able to get something together for the blog, and just break away from the paper work that I have been focusing so much on lately.

    Unable to give any details in copy at the moment, but I had this image in my head since I have had conversations with Ryan Thatcher about the world our next project will take place in.  And, well…  That’s about all I can say without given too much away.

    Enjoy the video, and look forward to some good news in the future.  We will be releasing Josh the Whale soon, and deciding on the next five months or work for Thor Media LLC.

  • Project Nebula | Character Concept

    Project Nebula | Character Concept

    Been hard at it the past few days.  We have a good rough of Josh the Whale finished, just waiting on music before we start the polishing stage.  Really looking forward to topping that project off.

    Also, I have been doing allot of concept work for Project Nebula.  Been working with Ryan to work out world details, and a little bit of character design.

    Speaking of which.  This design is mostly Ryan’s, but I adjusted some of the ideas, seeing where it would take me.  I also took the time to put together a time lapse video, something that I regrettably haven’t done in a while.

    I love to look back on my processes.  Most of the time during painting, it is a blur.  I can’t distinguish one moment from the next.  So recording it, and comparing my technique to previous paintings is fun, as well as enlightening.

  • Project Nebula | Concept Art

    Project Nebula | Concept Art

    The discussions, and what not, continue with project Nebula.  This is the next app project coming out of Thor Media LLC.

    After doing a Google hangout this morning, I decided to spend the rest of the day doing some well rendered character designs.  This by no means is a representation of the final characters or look of the project, but just to get a few ideas out.  A launch platform of sorts.

    cooper_websarah_web

    We have a new person on board to help us with the writing and dialogue,  Sterling.  Good to have him aboard, and to help bare some of the weight for a project this big.   We are excited to have him on and we are excited for this project.  It is a bit lofty, but we believe that we are introducing somethings that haven’t been seen on the Android market yet, which will help gain attention, and hopefully bring in some income.

    Look forward to some more concept art, other details on project Nebula, and also a weekly sketch review this weekend.

  • Josh the Whale | Level Design and Creation

    Josh the Whale | Level Design and Creation

    Josh the Whale is moving along nicely.  Bryce is figuring out the new engine and we have already put together some proof of concept work.  While he’s figuring out how to get this all put together in an application, I am trudging forward, getting other areas of the game designed and finished.

    This is a time lapse video of the cave entrance where a few pages if the book will take place.  This video is especially long because all the interface  movement would be too distracting if I compressed it down to 4 minutes.  So, if you don’t want to spend 20 minutes watching this video, watch for about 1 minute and then skip ahead 5 minutes, this will give you a good feel for the whole process.

    As you can see, the difference between the concept art and the finished result is dramatic. And I predict that there will be more changes in the future, as we test on different platforms.  This is partly because of my lack of planning, but also because plans change as you continue to consider your market and what ideas you wish to express visually within the story.

    And there are also limits with polygon count amount other things.  I try to avoid thinking that way when doing this kind of work, because even with restrictions you can usually get what you want out of it, if not stubble upon a few good things you wouldn’t have seen without the restrictions.

    The processes that I go through to hash out these designs are simple:

     

    Brainstorm and Sketches (What colors, what environments, visual style)

    Concept art  (Hardest part, because you are trying to develop a visual style and language that best fits the idea)

    3D’ize  the Ideas (Modeling, Texturing, Rigging, Animating, and other asset creation)

    Troubleshooting (testing to make sure that the colors are sending the right visually messages, the main character sticks out enough, etc.  Often the longest part of the job)

     

    It’s allot of work, and can be very daunting when you first approach it.  But as the artwork comes, the assets get animated, and those assets are placed into an interactive state, it can be very exciting and encouraging.

    I will continue posting about this app, since it looks like we are still a good month away from a final product.  But I do have other things lined up.

    I am currently putting together a personal project video series, that should carry on for a few months.  I got a few ideas in mind on things I might be able to contribute from my limited experience.  And placing some of that experience into a fun video series will help keep me motivated in my work, and hopefully motivate some of you as well.

  • Josh the Whale | Character Concept

    Josh the Whale | Character Concept

    Thor Media LLC is swinging into full production on their first interactive children’s book app, “Josh the Whale”.  Bryce has picked the engine we will be using, Shiva, and is loving it so far.  And I am jumping into some character and level design, along with adapting the original story to fit the interactive medium.

    Our original client fell through, but, because we were interested in doing an interactive book app, we decided to do our own instead.

    The story that we chose is actually something my brother Aaron wrote when he was in the third grade.  It is a simple story about a whale learning his worth in the world.  We are obviously changing the original version.  Polishing it up, and adding some things to give it more depth.  But the original story will stay intact, and should fit children from 5 to 8 years old.

    The interactive book thing is interesting for a few reasons.  One reason is that an interactive book really isn’t much different from a simple game.  Our story will have several different game types involved, that will help children with reasoning, and exploration skills.
    The other exciting thing about this project is, it will help us adjust to the new engine, and give us the experience to tackle a larger project.  Like our up coming game.

    I will keep posting about this project in the future, and hopefully some more videos.  I am thinking about recording some of my work in Blender, to add to the portfolio, and show how we go about modeling, texturing, and animating our assets.

  • New Website | The Creator’s Cave

    New Website | The Creator’s Cave

    The new site is officially functional, for the most part, and I have another piece to post.

    I was watching a tutorial video by Feng Zhu School of Design, Here, and I was inspired to get a feel for how I handle the chaos to control thing.  I really like these tutorials.  He trie to make them as short as he can, without making it ambiguos, and stick to key ideas in his process.  He also points out things to focus on during a similar process, and he repeats those points.  He’s a good teacher, and I have enjoyed allot of his tutorials, both on YouTube and idrawgirls.com .

    We have been waiting for this children’s book application job to come through, so I thought that, before things get busy, I should move my website to my domain and to a WordPress format.  I like WordPress, because there is allot more you can do with it when it comes to coding and plugins.  Blogspot is nice, but visually and functionally, it feels a bit dated.  Plus, I like to be able to ftp right into my site to modify things.

    So, if you haven’t already, you will need to change your book mark, or make note of the different address.  http://williamthorup.com/  .  Right now I am still migrating images from the blogspot blog to this one, so I can’t shut the old blog down yet.  But if you still use williamthorup.blogspot.com or www.williamthorup.com, you will automatically be redirected to this site.

    Please check out the portfolio.  It is much more interactive than my previous one, and easier to look at specific categories.

  • Desert Tower | Concept Art

    Desert Tower | Concept Art

     

    I am really enjoying this concept art thing.  I have been able to produce allot of really effective concept art and it has put me in a mode that lets me draw with ease.  I am feeling better about character design and environment design.  I am feeling up to the task.  And, thank goodness, it is going to be a huge task.I will definitely post some more stuff.  Including character designs and fonts.

    But a little news on things to come.  We are picking up an outside app project, and interactive children s book.  I won’t be able to say much more, but I wanted everyone know that blog posts may be a little scarce for the coming month.  But again they may not.  I might plan ahead a little bit on my posts to fill the famine.

  • Concept Art Among Other Things

    Concept Art Among Other Things

     

    Again, sorry for the lack of posting.  I have been busy with a few things.

    First, Thor Media’s new live wallpaper has been delayed for a couple weeks, so I have been working around that.  Also, I have picked up a smaller VFX job.  Just some small tracking and green screen work, which I will post a little later on.

    But, in between things I have been able to tidy up the script for our up coming game, and work on some concept art.

    I decided to tackle some of the environments first.  There are good reasons to do this from a production stand point, but the main reason why I started painting environments is because I have very little experience in painting imagined environments.  Especially long shots of out door environments.  So, to see where I stand on that skill-wise I did a few paintings of some environments in the game.

    And, to give myself a little critique, I have a long way to go.  I think the lighting in the painting with the sunset is good, but it struggles because there really isn’t anything special about it.  I know when designing for video games, the worlds are very, very small, compared to the real world.  So to liven up these imaginary worlds, they need to have things exaggerated, things that stand out.  In fact from what I know, it is very similar to character design.

    Then the Mountain Slope painting lacks depth.  I was trying to go for a more diffused lighting, but there is obviously much to learn before I can pull it off.  Direct lighting seems to be easier to work with right now.

    I did record one of the paintings, I hope you enjoy.  Let me know what you think, or if you might have some good references for me to look at.  There will be allot of learning in the next couple months on the this project.

     And speaking of learning.  I just got an awesome new art book.  It’s called ” The Art of Journey“.  It includes a ton of the production art.  From doodles to finished concept art.  And what amazes me is that most of the art was done by one person.  It gives me allot of hope in this project we have just started.  I am thinking about using the book as a model for the kind of process I should go through to produce the art for this game.

     

  • Templar Nation | Wrap Up

    Templar Nation | Wrap Up


    This post has been waiting in the cellar for a long time to come out.  And I am glad to finally be able to talk about this production.
    I have posted about Templar Nation a few times before.  But here is a run down of the project if you don’t want to spend the time reading earlier posts.
    Around December 2011 Thor Media LLC was approached by Joseph James Films to handle the CG and some camera work for their next movie.  Called Templar Nation.  A film that runs in the same vein as Indiana Jones with a mix of Nation Treasure.
    Our company was, and still is, new to producing good CG.  In this case environments.  But we jumped on the ball and started to learn about motion tracking/mach moving and proper green screen practices.  Its funny how these thing work out.

    (Unfortunately, because of bad planning, we had too small of a green screen studio to work with.)

    Right when we needed the ability to do 3D tracking, Blender had just been making updates in that direction.  Which is something that I am really thankful for, as I have gained quite a liking to the process of match moving.
    The film went into full production about mid-January, and finished filming two weeks later.  Jacob, Bryce, and I was responsible for recording information for match moving, and making sure that the green screen and match moving work was done right, on set.  We ran into a slew of problems with this, which I will get into later.

    (I got to do some character design!)

    Bryce, Jacob, and I were very much involved with post-production, as you might have already guessed.   But due to lack of budget Bryce and I had to stop working on post production work.  This was due to poor pre-production, since most of the design work for CG sets, props, etc., was done in post production.  Reducing the amount of time we could actually work on tracking and compostiting.

    But regardless of us being involved with pre-production, Jacob continued on, and a final product will be sold to another studio in the near future.


    But before I get into the the great things that came out of the project, I would like to talk about some of the road bumps we had during production.
    The first thing I learned was, pre-production is a must.  Not just for getting a script together, finding locations, finding actors, finding sponsors, etc.  But also for CG work.  Something we did not have the time or money for, was a storyboard for the CG scenes.  Storyboards are essential for CG sequences for various reasons.
     First, it will save time in the long run. There is a big difference between going onto a green screen set with a physical picture in your hand of what the shot will look like, and going on set with no idea of what the final shot will look like.  The actors and director will obviously have a better idea of what the characters are interacting with.  Lighting the scene is actually doable because you have an idea of what the final shot will look like.  It is hard to grasp correct lighting when all that you are looking at are green walls.
    Another good reason for doing a CG storyboard is that it can help the artist or designer image what should be in the shot.  For example.  The artist is thinking about adding a balcony to the side of a CG building in a outdoor party scene.  If the artist doesn’t know what the shots are, how can he/she know if they will need to design and create a balcony for the building.  If you are going to have a balcony in the back ground, should certain details be added to it, like a group of people having a conversation on the balcony.

    My point is, is without a storyboard there will be no way to consider certain details that cannot be thought of during shooting.  It saves time, money, and headaches for all those involved.
    This really was the one thing that made the production very difficult for most of those involved.  And because of it, this has become one of my requirements before becoming heavily involved in a large production again.
    As you have probably already seen, we worked on everything from full CG environments to props.  So overall it was a great learning process that provided some things that we can show off.

    Now there are a whole bunch of things I could continue rambling on about this production, but I won’t.  I am willing to answer any questions you many have, in the comments.

    To close this whole thing up in my mind, I would like to thank Bryce and Jacob with all of their help on the CG end of things.  And besides listening to me complain allot, Jacob did the bulk of composting, while Bryce helped me with allot of the design work on the 3D environments.

    Without their help we wouldn’t have been able to get out what we did.

    We hope, if the movie sells, they will want Thor Media to do another pass on the CG.  Because of budget and time, there were allot of sacrifices made to quality.  And it would be great for our portfolio, to go through and polish what we have.  I’m crossing my fingers.