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artofbigham · 1 year
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Mucha inspired piece of my dog along with the initial sketches.
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artofbigham · 1 year
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Happy Black Friday and Cyber Monday everyone!!! If you have any questions about the tutorial or are unsure if it’s right for you please don’t hesitate to ask! https://artofbigham.gumroad.com/l/HAwVy or https://www.artstation.com/a/2794505
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artofbigham · 2 years
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My recent contributions to Valorant! The .sys line which began its life inspired by storm trooped helmet shapes and eventually turned into the spiritual successor to the old .exe line.  My first explorations of it began with a carbine which sadly wasn’t a part of the final weapons lineup hence why it doesn’t make an appearance.  Enjoy!
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artofbigham · 3 years
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Warframe: Grineer Vastilok Gunblade One of my last weapons I had the chance to design for Warframe back in 2019. Glad it's finally getting the chance to see the light of day! It's being given away as part of a watch reward for Tennocon 2021! https://www.warframe.com/tennocon For those who are interested in my process for this piece I cover the whole process in my gumroad tutorial on Organic Weapon Design: https://app.gumroad.com/dashboard/sales
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artofbigham · 3 years
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An artifact of a bygone era in which technology had become so advanced it is perceived by the layperson as magic.  These weapons are used by an ancient guild of gunslingers, who roam the untamed lands of a ruined world keeping the peace.  Decades are spent mastering the ancient summoning techniques which have been passed down through the millennia to operate their weapons which grant them unparalleled power in combat. __________________
A weapon I created inspired by a team members pitch of a design based around minimalist light fixtures and jewelry.  Originally, this weapon was going to have no animation and be mostly vfx driven but then our animator Sean Mcsheehan came back with an insane pitch where all the gold parts of the gun would explode out and spin around along with the gun itself.  The VFX evolved over the development into more of a summoning spellcasting type angle.  I couldn't have been happier with how these weapons turned out. __________________
Models done in collaboration with our external partners managed by the awesome Hayley Chen-O'Neill!
Lead: https://www.artstation.com/marino
Animation: https://www.artstation.com/xrayalpha
VFX: https://www.artstation.com/pjacques
Sound: Isaac Kikawa
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artofbigham · 3 years
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Orokin Silva and Aegis concepts for Warframe.
Had to design a melee that could slot into the back of a shield.  Really enjoyed working on the melee but had a really difficult time on the shield - culminating in me accidentally saving the final as a .jpg...
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artofbigham · 3 years
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After having spent almost 7 years on Warframe it’s a bit weird that I barely spent any time working with the infested faction - here’s almost all of my work done over that time. The first image is a quick high level painting I did presenting the infestation as a monstrous and mysterious cosmic horror.  It would use damaged and partially digested ships to lure in new potential prey. Following that, there’s a collection of ideas from early infested world pitches that I guess eventually evolved into Deimos to possible breakdowns for how the infestation would integrate into various environments.
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artofbigham · 3 years
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At the end of my work on the Grineer Galleon Redesign for Railjack: Hyperion I worked on some of the surface turrets that would be found on the outer hull of the ship.  These were meant to be large pop-out guns that would be heavily armored when idle but more fragile and vulnerable when deployed for firing. In an attempt to reuse some older weapon assets since they matched the AA style I was looking for, I borrowed Vay Heks machine gun arm for the final design. The final was blocked out in ZBrush and painted over in photoshop.  All the movements were blocked out as well to try and clarify things for the animators and riggers.
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artofbigham · 3 years
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Some old environmental prop designs from the Grineer Queens ship set.  I got to design various doorways, pillars and props which could be broken up into different pieces for varied use.  I also had the chance to work on the Queens’ throne which had lots of constraints and design modifications constantly shifting because of a cutscene that involved it.
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artofbigham · 3 years
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The Helminth Room redesign for the Railjack Hyperion release.  Broken down for clarity so the various layering of infestation and props were easy to see.
Reusing my old infested chair asset from the original Helminth room.
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artofbigham · 3 years
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Forgot to post this when Ivara Deluxe came out last year.  I briefly worked with Mike Skyers to come up with some potential armor forms and helmet designs. I didn’t get the chance to work on many warframe deluxe skins - but they were always a blast to contribute to.
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artofbigham · 3 years
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Concept Design for a portable Corpus shield generator.  Would carry around like a briefcase (’cause the Corpus are all business of course) and once deployed would unfold and pop up to form a defensive barrier. These designs followed the corpus design language of the ARCA sets I’d created. Sketches in photoshop, 3D block out done in zbrush with finishing lines and details done back in photoshop.
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artofbigham · 3 years
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The last thing I got to design while working on Warframe: the Grineer Gokstad Crewship.  This was meant to be a gunship/Troop Transport that would harass the player in Railjack missions and could even be hijacked!  This particular design went through a loottttt of iterations as can be seen here.  I only got about 1/2 way through the final design after blocking it out in Zbrush but it wasn’t a problem for them to finish it off and take it to final!
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artofbigham · 3 years
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When you work in games, you never really know what you’ll be asked to do from task to task - but being willing to be flexible is a huge asset.  This is one of those times when I was asked to create something WAY outside my comfort zone: a basis for a tiling texture. During production of the Cetus town I was eyeballs deep in Orokin shape langauge and was tasked with creating this reference sheet for the 3D artists to pull from.
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artofbigham · 3 years
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Figured I could post some of my old Warframe production work that I never got around to uploading.  Over the next while I’ll post works which I haven’t shown before but that ended up consisting of the majority of my time on the project. First up with have Wisps Reservoir Motes which would hatch from an egg she spawns.  Each mote has a different bonus associated with it hence the unique head shapes.  Early iterations referenced eels and squids along with exploring some possible dragon forms and abstract shapes. For her egg, I based the design off of the Gigers egg from Alien but with some added elements like the bottom abstract form which would allow it to float along with side breakup on the petals referencing back to shapes found on the warframes body.
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artofbigham · 3 years
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Another design I finished up from my Organic Weapon Design Tutorial which is available on Gumroad now - I'll be adding the final .pngs, .psd's and .ztl to the package for free in the next couple days.  If there's enough interest, I could add the time lapsed recorded video of this weapon as well (with no voiceover).  Lemme know! gum.co/HAwVy For this design I did the entire 3D process in Zbrush without using Blender for the block out stage.  This is how I used to work while on Warframe and its a bit different that how I work now.  It allows me to consider the masses of the design immediately as I construct the basic shapes - a bit more difficult but still a fun process. ---------------------------------- In this tutorial I will teach you my approach for concepting an Organic Weapon. This will cover my entire 2d and 3d workflow from brief to a final deliverable of a resolved design, ready to be sent to a 3D artist for production. WHAT YOU GET: - 7 hours of video content in total. This is the entire process from start to finish: Nothing is skipped! Demo consists of 40 hours of work sped up with voice over commentary added in post. - Includes video presentations detailing the Brief, a Context Overview, discussions on breaking down Reference and Basic Design Theory as it relates to Organic Design. - Includes a COMPLETE 2D and 3D Concept Workflow for Designing an Organic Weapon to the stage of a Production Ready Asset. - All .PSD files, .Blend Files and .ZTLs are included (along with a trim brush i use a lot), along with the final .png images and my pure ref file. - BONUS video Discussion with Lucas Hug (Former Associate AD and Weapons Lead at Digital Extremes) - Coming soon: BONUS 2nd weapon design .pngs, .psds and .ztl added for FREE! ** This is not a tutorial on how to model in either Zbrush or Blender but I will break down the tools I use and show you my entire process in these programs.
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artofbigham · 3 years
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VALORANT: BlastX Odin (HMG) Concept and Ideation.
Done in Photoshop and Blender.
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