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Making of 'Retro Space Common'

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Date Added: 3rd October 2014
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1929_tid_devon_fay_retro_space_02.jpg

Infinity Ward Environment Artist, Devon Fay, breaks down the techniques and workflow he used to create his retro-inspired spaceship common area...


1929_tid_zzzzartist.jpg

This article will give you some insight into my creative process when creating sci-fi interior concepts, such as the Retro Space Common featured here. Creating believable and interesting artwork with CG can be a challenge! I believe having access to other people's processes, and seeing how they each tackle the challenge, is a great way to stay motivated and continue pushing ourselves. I will give a higher level overview of the steps taken on this image, as well as show you some of the tools and techniques used.

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I originally created this image of a retro sci-fi living quarters for a workshop I was giving on environment design and I was pretty pressed for time. I spent about 3-4 weeks in total on this piece. I didn't feel I had the time to fully detail out the scene and really achieve what I wanted from it, so I decided to spend more time and create a new scene with the same art style, using what I learned from the first one.

1929_tid_devon_fay_retro_space_01.jpg

Reference!

I can't emphasize enough how important reference is when creating your artwork. Reference is there for you when you don't totally know what something looks like (which is probably 99% of the time). It is also there to inspire you when you aren't totally sure what to do next.

My references range from pictures of objects, equipment, and props, to screen captures of movies and games. Recently, the role of reference was defined so clearly to me: it should be used to answer questions and inform decisions.

Here is just a very small amount of the reference I gathered to prepare for this scene.

1929_tid_ref_01.jpg


continued on next page >

 
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