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ArtOfSoulburn
Приєднався 8 жов 2008
Art Director & Senior Concept Designer in Film, Games, Books, Tech. Builds Scifi Worlds. Professional Work: Pixar Alum (16 Yrs), Blur, WarnerMedia, ++
Neil Blevins is a Canadian born artist who has worked in the Film, Videogame and TV industry for 25 years. He has contributed to 9 feature length animated films, including the 5 Academy Award winners The Incredibles, WALL-E, Up, Toy Story 3 and Brave during his 16 years tenure at Pixar Animation Studios as a digital artist. During his time in videogames, he has worked for companies such as Blur Studio and Warner Brothers' Monolith Productions. He has also seen 4 books published, and taught extensively at workshops and conferences around the globe. He is currently an Art Director and Senior Concept Artist.
This channel will be dedicated to the education side of things, so check out the main education page below for text tutorials, and this channel for videos that accompany the tutorials. Thanks for visiting!
Neil Blevins is a Canadian born artist who has worked in the Film, Videogame and TV industry for 25 years. He has contributed to 9 feature length animated films, including the 5 Academy Award winners The Incredibles, WALL-E, Up, Toy Story 3 and Brave during his 16 years tenure at Pixar Animation Studios as a digital artist. During his time in videogames, he has worked for companies such as Blur Studio and Warner Brothers' Monolith Productions. He has also seen 4 books published, and taught extensively at workshops and conferences around the globe. He is currently an Art Director and Senior Concept Artist.
This channel will be dedicated to the education side of things, so check out the main education page below for text tutorials, and this channel for videos that accompany the tutorials. Thanks for visiting!
Starship Hulls Teaser 1
For those of you who enjoyed my second book: "Megastructures: The Visual Encyclopedia", I have an upcoming companion book that should be out this October called "Starship Hulls: A Tribute To The Scifi Mothership". This 52 page softcover book contains development artwork from the Megastructures project, including all 20 of the popular Starship Hull test images. The book also contains 3 never before published Megastructure paintings, and for the artists in the crowd, the book contains written how to information and links to 2 plus hours of video tutorials showing the techniques for making your own starship hulls in photoshop.
To preorder the physical book:
artofsoulburn.gumroad.com/l/qwylb
To get the 2 book bundle:
artofsoulburn.gumroad.com/l/zyqvga
A digital pdf version of the Starship Hulls book will be available to order when the physical books start shipping.
More information on the book here: www.neilblevins.com/books/starship_hulls/starship_hulls.htm
To preorder the physical book:
artofsoulburn.gumroad.com/l/qwylb
To get the 2 book bundle:
artofsoulburn.gumroad.com/l/zyqvga
A digital pdf version of the Starship Hulls book will be available to order when the physical books start shipping.
More information on the book here: www.neilblevins.com/books/starship_hulls/starship_hulls.htm
Переглядів: 450
Відео
Making Alien Terrain In Gaea
Переглядів 671Місяць тому
For the last several years I've been working on and off creating a top down shooter videogame called "Testudo". It's inspired by arcade classics like Raiden or Truxton, and the more recent Ikaruga. So I decide to make a simple test in Unreal engine to try some ideas out, as well as to familiarize myself with the Unreal workflow. And part of that was creating landscape for my spaceship to travel...
Testudo Pitch Teaser 1
Переглядів 507Місяць тому
I've been exploring lots of different pieces of software these last several months, and one of them has been the Unreal Engine from Epic. So as an addition to my professional work with the software, I decided to also dust off a personal project I've been developing on and off these last several years, a classic vertical scrolling Shoot 'em up (shmup) in the same vein as R-Type, Truxton, Raiden,...
Blended Box Mapping Part 3: Triplanar in Blender
Переглядів 5252 місяці тому
So a vital part of my shading workflow ever since 1999 has been the blended box map, which allows you to apply noisy textures maps to a surface without seams by creating a box map and then blending the edges. Software to do this used to be quite uncommon. But thankfully the Blended Box Map, or as it's more commonly known now-a-days the Triplanar, has been added to most 3d and rendering systems....
Worn Edges Part 5: Curvature In Blender
Переглядів 3932 місяці тому
So a trick I've used for years inside of 3dsmax is procedural edge wear, basically, chipping paint off of a surface around the edges to reveal metal underneath. Rather than hand painting all of the chips, I use a procedural noise assigned to a curvature map, and then use hand paint to fix up any issues. It's far faster than painting them all myself, and more flexible as well. So when I started ...
Recreating A 3dsmax/Vray Metal Material In Blender
Переглядів 4572 місяці тому
As many of you know, I have been a 3d studio user since the mid 90s, and was planning on staying that way until a few years back when Autodesk decided to make their software rental only. While I'm still using my final perpetual license of max, I'm exploring other options, one of which is Blender. After learning the basics, I wanted to try and replicate some of my 3dsmax work, and so decided to ...
The Digital Collage
Переглядів 8573 місяці тому
Adapted from a talk I give students, this little discussion explains how modern day concept "paintings" are in fact more of a collage of 3d, photographs and then digital paint on top. We discuss the technique, a little about where it came from, and I gave multiple examples of how the three work together. For more info and other lessons, please visit www.neilblevins.com/art_lessons/art_lessons.htm
Please Affinity! I Want To Break Up With Photoshop, I Just Need One More Feature
Переглядів 1,1 тис.3 місяці тому
I'd love to move away from Adobe Photoshop and use Affinity Photo for all my painting, but I just need one feature to make the switch, Affinity needs to let users Clip a layer to a group. This video shows the feature, including an example from my "The Story Of Inc" book project, and explains why it's a must have. Please help me convince Affinity to add this feature to their next upgrade to thei...
Neil Blevins Sketchbook Vol 1: Spaceships Teaser
Переглядів 913 місяці тому
Here a teaser I made for my third book, Neil Blevins Sketchbook Vol 1: Spaceships. In this first collection of sketches, I put aside my digital tools and gets back to my roots of pen and paper, exploring the shapes and configurations of the small-crew spacecraft in a series of 119 doodles. Also included is a discussion of my process and tools that can give the younger artist important tips on s...
Help The Megastructures Book Get A Second Printing!
Переглядів 2674 місяці тому
After a tremendously successful first Kickstarter in 2021, the sold out book "Megastructures: The Visual Encyclopedia" is looking to get a Second Printing. The 120 page book contains everything from orbiting space habitats to solar system spanning stellar engineering projects. Ringworlds, O'Neill Cylinders and Dyson Spheres. If you missed out the first time, this is your chance to get your copy...
Painting Starship Panels In Photoshop
Переглядів 1,2 тис.5 місяців тому
As a child of the 70s, I have a soft spot for the original Star Wars films. They were a huge influence on my future work. One of the many things that influenced me was the hull of the Death Star. All the panels, trenches, greebles, the detail was overwhelming. It was so inspirational that I made 20 images of experimental starship hull patterns over the last 15 years or so, and used them as refe...
Drawing A Spaceship Using Traditional Ink
Переглядів 8227 місяців тому
So I recently released my third book, which is a 64 page sketchbook of spaceship pen & ink drawings, many of them from the last few inktobers. There's over 100 drawings in the book, as well as a little "how to" section discussing my tools and some tips for drawing your own doodles. One of the extra bits I wanted to add to the project was a recording of me drawing a spaceship so you could see th...
Always Use A Scale Reference When Modeling In 3D
Переглядів 1,2 тис.9 місяців тому
How the 3d object you're modeling interacts with the whole environment is frequently more important than the object itself, and so getting scale right at the beginning will save everyone a ton of headache. This short video discusses the advantages of always considering the scale of the 3D object you're creating, especially when working with a team, and discuses some tricks to make sure you get ...
Creating Focal Points And Visual Paths
Переглядів 6 тис.Рік тому
A Focal Point, or sometimes called a Center Of Interest, is a spot in a composition that immediately draws the eye. It's the entry spot for the image, and you can use various tricks to create a focal point to lead the viewer to the most important part of the image. And once you have their eye, you can use other lesser focal points and visual paths to keep them engaged. In this lesson, I'll go t...
Composition Types
Переглядів 30 тис.Рік тому
In trying to find good compositions using all of the various techniques, like Compositional weight, Focal Points, Contrast, etc, you tend to come across the same general sorts of compositions again and again. And while we all want to make innovative stuff, there's nothing wrong with the foundation of our compositions to be based on tried and true formulas. After all, the reason they work is bec...
US Copyright Office Issues Rules For Generative AI Part 2: More Nuance!
Переглядів 10 тис.Рік тому
US Copyright Office Issues Rules For Generative AI Part 2: More Nuance!
Concept Design Is About The Idea, Not The Level Of Finish
Переглядів 2,1 тис.Рік тому
Concept Design Is About The Idea, Not The Level Of Finish
US Copyright Office Issues Rules For Generative AI
Переглядів 177 тис.Рік тому
US Copyright Office Issues Rules For Generative AI
What Is Kitbashing, a Kit, and a Prefab?
Переглядів 1,8 тис.Рік тому
What Is Kitbashing, a Kit, and a Prefab?
Job Hierarchy In The Film And Videogame Industry
Переглядів 1,1 тис.Рік тому
Job Hierarchy In The Film And Videogame Industry
10 Things To Check Before Calling A Painting Done
Переглядів 1,6 тис.Рік тому
10 Things To Check Before Calling A Painting Done
Making Variations Of A Design Using AI
Переглядів 7 тис.Рік тому
Making Variations Of A Design Using AI
What Would Concept Artists Want From An AI Tool?
Переглядів 3,8 тис.Рік тому
What Would Concept Artists Want From An AI Tool?
Designing Robotic Joints For Concept Artists
Переглядів 9 тис.Рік тому
Designing Robotic Joints For Concept Artists
The 10 Things I've Learned Comparing Midjourney And DALL-E
Переглядів 57 тис.Рік тому
The 10 Things I've Learned Comparing Midjourney And DALL-E
Paint Dramatic Lighting Using Photo Reference
Переглядів 1,3 тис.Рік тому
Paint Dramatic Lighting Using Photo Reference
Great video, thank you.
Thank you, Neil!
An ankle has 3 degrees of freedom, not 2.
Excellent videos i love your content men. Thank you
Thanks, glad you're enjoying them!
Great! Thank you!
Great stuff Neil, as always. Quick question as I'm just learning Gaea, what exactly is that final node plugged into your seamless node? Is it necessary to export the final mesh and textures? Thanks!
Thanks Greg! So that node is a ColorFx node, which does color correction. In this particular case I added it but never changed any of the values, deciding instead to do my contrast / brightness etc modifications in earlier nodes. So you can feel free to ignore it.
@@ArtOfSoulburn Ah cool, ok gotcha, thanks for that. One more quick question for ya, I have my seemless node set up just as yours, set to export, but the mesh doesn't export as seamless. Wondering if there is something simple I'm missing! Thanks again Neil..
@@gregsemkow So you have the righclick a node and set it as the node to export. Sounds like your disp map is being exported by an earlier node, try and figure out which node it is, right click, turn off "Mark for export", and turn on "mark for export" on your seamless node. Then check the correct node is now showing up in your build tab in the upper right. Hope that helps.
Can you use it to make 2d art? I want to make a 2d image and paint over it in photoshop.
Sure, you can either take a screenshot in gaea then paint over, but personally I'd export it to a full 3d program like max or blender, light it, and paint away.
I thought highpass makes a greyscale image? Or at least it does when I use it. How do you get the high pass colour normalisation?
Here's a tutorial discussing it. Basically you only use the highpass to create a luminosity layer: www.neilblevins.com/art_lessons/brightness_var_tileable_texture/brightness_var_tileable_texture.htm
For video game development this is a massive time saver
Keep up the good work mate 👍
Thanks for the great tutorials, they were very inspiring!
This is helping me a lot! I'm "self-directing" with some little projects to use in my portfolio, and this template and info in this video has been invaluable! Thanks so much
Awesome, glad you found an immediate use for the information!
i love what you did, many thanks , very helpful, ❤
Thanks, glad you liked it!
Amazing! but, why the HIGHPASS? What it do?
So in this case, highpass mostly finds the edges of your shapes. Give it a try in photoshop, make a set of black circles, run highpass, and see that it makes the edges of the circles white. Then the threshold make the images more contrasty, then blur causes that pattern to spread.
Hi neil, I have 2 channels to recomend on shmup design. one is The Electric Underground: Quite a controversial fellow but has very interesting insights on shmup design. Also the SHMUP WORKSHOP by youtuber Bog Hog, I'm not affiliated with them in any way, but I regularly check their uploads. There is some elegance in design in old school shmups that I find super interesting. Hope it helps in any way, and good luck with your project!
Thanks Juan! I'm checking them out now, the Bog hog one looks particularly good as a resource for game design. Really appreciate the advice!
Lookin pretty sick.
Thanks Nebula!
What wasn’t mentioned here was that a strong composition sorta keeps you eye in the work. Meaning you dont have line or lines guiding your eye out of the frame. A lot of modern art suffers I feel from this. Including the works shown here.
That concept is spoken about in another one of my compositional videos here: ua-cam.com/video/MX59j9yhezw/v-deo.html This one is purely on categorizing types of compositions.
Nostalgia activated.
haha! Goal achieved :D
Great explanation! so clear and precise
Thanks Juan, glad you enjoyed it!
Testudo means "big forehead" in portuguese
Haha! It meant something very different in ancient rome :)
I am absolutely amazed by your art, it's incredible. This one reminds me of the old Tron movie, the scene with the Solar Sailer. Are you a fan of Tron? Would love to see how you would create something (like a mega structure and/or a landscape) in the style of old Tron movie :)
Thanks marko! Yes, I loved tron, while I wasn't thinking of that specifically for this piece, I'm sure subconsciously it was an influence. Would love to work on a tron film or game, maybe at some point in the future I'll get my chance :)
@@ArtOfSoulburn I really hope you do!
Looks great!
Thanks Rune!
Gaea is great and very satisfying to use. Thanks for sharing ypur workflow, Neil!
No problem, it is a ton of fun!
A terrain generator increses so much the production value of any project, it is a very beautiful tool.
Gaea's a good one, this landscape was kinda simple but looking to add more to it in the future.
Cool, looking forward more. So far it looks like it could be easier done in 2D or 2.5D, but I see that there's a point of a learning experience.
Thanks dwsel. As well as a learning experience, there are some tricks more easily done in 3d than 2D (like having ships rise up from the landscape or fall from above the camera. As well as twisting around the landscape in the background). Hope to incorporate some of those in future versions, but for now, focusing on the basics of movement on the 2d plane :)
Thank you very much, I learned a lot from this.
Awesome, glad you liked it!
very hard to work with
I wonder if you can tiling normal map and AO.
All it positions.
I first knew you from your megastructure illustrations which I cherish so much. Now I'm learning composition from you.
thanks utrix! Glad you enjoyed the megastructure work!
please tell me how to make the texel be the same on different objects, because I have objects of different sizes and the texture for some reason lies on different
I'll post when I figure it out, right now it seems a lot of texture related things prefer multiple objects to be joined into a single mesh instead of being separate.
@@ArtOfSoulburn Yes, I agree, I did it by accident, and I received the same texel, but I would like to regulate this somehow, perhaps this is already a question for the developers, or I need to look for buttons, thanks for the answer.
🔥
Just found this video and thank you for the explanation, do you have any suggested software for organizing a moodboard? I want to start a concept art project soon and trying to gather all the references I'd want, thank you!
Thanks, glad you liked the video. So while there is probably specialized software out there for creating moodboards, I just use photoshop, it's just so versatile so I can go beyond just collecting images and add notes, arrows, and even quick paintovers of things if necessary,
@@ArtOfSoulburn gotcha, so if you were moodboarding and then started painting characters, would you just open the moodboard as an image on another monitor or do you normally character design in the same document?
@@inconspicuousboar3177 So, I'd keep the moodboard open on my second monitor and then paint on a blank cancas on my first monitor (which is a cintiq). What I meant was when making the moodboard I might want to make a couple of edits to the reference in photoshop, which is why I would also make the moodboard in photoshop, but when actually making the concept I'd do that in a new document.
Great video
I love how pseudoscientific this is
Haha. While there are a few scientific truths in here, certainly the link between art and science is a murky one :)
@@ArtOfSoulburn guess what rectangle we think is the most beautiful? It's not the golden rectangle. So what is the point now then?
Noice.
Your channel is a goldmine! Thank you for all the amazing videos. Im binging your whole catalogue. ❤❤❤
Thanks you so much, glad you've enjoyed them!
I started learning some fundamentals from your website, in composition, weight, concept art and so on. In the past I did not really know what I am doing, I just did the job - just like AI. Now I enjoy the process of understanding why I am doing it and what I am doing. I am also learning to observe which artist did a good job with his compositions, contrast, colors, big medium small shapes .... And the same I apply to curating AI images. I think that understanding the whole creative process and what makes good art good is the key point in art directing a client's job from start to successful finish with team of artists or "team" of AI tools. The AI cannot answer the Why, what, where questions. I think that the human artist is superior if he knows these answers.
I like how you're videos about blender more recently. do you think it's worth implementing into your pipeline even though the industry standard is always said to be maya ? oh and to view the noise or like individual maps you can control shift click a node and it'll show it in the viewport, it comes with the node wrangler addon that's shipped with blender.
So industry standard is a loaded term, it depends which industry you're talking about. In film VFX, Maya is the standard. But for animated features most of those companies have their own proprietary software. For games, 3dsmax is still the most used piece of software. In fact I'd suspect Houdini is used more often in games than maya. The big issue is that all of entertainment is getting really expensive, and so companies are going to look for ways to spend less money. Now that 3dsmax and maya are both rental, you have to pay monthly, which gets really expensive really fast. So I suspect more companies, especially new ones, will look into free alternatives like Blender now that they are starting to get 80-90% as good as the older 3d apps. So I think learning Blender is not a bad idea at all.
Wow this is really good. Always wondered why some do their stuff in 3d then take it into photoshop for further tweaking. Very insightful.
Thanks, glad it helped explain a few things you've wondered about.
i love how you mentioned creative illustration by Andrew Loomis. first time i read it i didn't understand a single thing and now am actually watching your videos to understand how art pieces function and how to actually make my work visually pleasing. thanks a lot for your work.
Cool, ya, those books are certainly a product of their time, but there are some good ideas in there, glad you liked my modern spin on the material!
Excellent presentation!
Thanks Sophie!
I come from Max too and stopped at 2015. But only started Blender at ver2.8. Great to see you in here and thanks for the tutorials!
No problem, looking forward to making more as I run into stuff I feel may be helpful.
Hi Neil, I used your soulburn scripts in 3DS Max for years before switching to blender ~4 yrs ago. I hope you also explore all the modeling add-ons available (hards ops, box cutter, mesh machine, punchit, fluent, etc). When I used 3DS max I was constantly looking for max scripts so the add-ons in blender were very similar to me. I noticed you weren't using the node wrangler add-on shortcut to quickly (temporarily) display the bitmap you want to see (ctrl+shift+click on the bitmap with node wrangler on).
Thanks dude. Ya, I found the node wrangler after I recorded the video, so using it now, thanks for the note. And yes, I've mostly focused on the materials part for now, but will delve more into modeling soon, blender does seem to have a lot of nice modeling addons :)
Informative and to the point! Thanks Neil! I've been working exclusively in Blender myself for the past six months, and I'm really impressed by it! Looking forward to more tutorials from you :)
Thanks Rune, glad to know you've made the switch too!
With node wrangler you can preview any node by ctrl+shift clicking on it (it also does another ton of life and time saving things)
Ya discovered it after I recorded the video, will def be using it in the future :)
You might want to enable the node wrangler addon it’s by default in blender, and additionally there’s the bevel node which is insane and can save you some geometry
Thanks, a number of people have mentioned the bevel node, I will check it out
Welcome to the party!, I left max in 2020 after nearly 20 years, never been happier.
You can also create procedural edgewear using the AO node or the bevel node. Those methods don't need as much geometry as the pointiness node does to work.
I've tended to find AO in other apps not as good at capturing the edges of things (but great for rust placement in the occluded parts), but didn't realize you could also use the bevel node, I'll check that one out, thanks!
@@ArtOfSoulburn I think I found the original video on how to do it on CGVirus channel. I think you can find it in blender secrets too.
Ive been wanting to learn blender but every time I try, I feel blender is really hard to learn coming from a Maya/3ds max background.
Interesting, I've found it pretty straight forward, any insights on why you think you've ran into trouble? Maybe our jobs just focus on different elements of the software?
@@ArtOfSoulburn I just felt, overall, disoriented and that many simple things are difficult. I will probably end up giving it another go sometime.
@@stevejjdI wrote extensive cheatsheets to remind myself where all the new buttons are, but after a few weeks I was able to navigate around pretty well. Probably worth a second go, but keep copious notes, that certainly helped me. And the donut tutorial of course :)
@@ArtOfSoulburn Okay great. I already use Notion to create manuals for myself, like installing Linux, Renderman and houdini. Thanks for reminding me to keep notes on the process of learning. Ill definitely give it another go :)
Thanks for this nice video. I am still working in Max at the office. I have to say, the Vray live renderer in Max gave all lot of problems today. In a relatively simple scene, with some tweaks, the scene just crashed on me. So I am happy to see, that this is working for you, this smooth! So you don’t have to be sorry, to transition to this package.
Ya, I like vray's offline renderer, but never found their interactive one very reliable. This one seems far more solid.