Sunday, December 22, 2013

Coker CoOp


Here's visual development for a short comic my brother and I are working on for the new year. It's a tale from the Jonahverse. Layouts and more visual development work for it are done and I'm so excited to start work on it. We've set up a site that will serve as a news hub for all things Jonah related. There will be lots of goodies coming to the site in the future so keep an eye out. We're CokerCoOp. Which includes Funlola (my sister), Shobo (brother) and I.
For now though, Christmas with the family. Happy holidays everyone!

Update: If you'd like to view a process blog post of this image head over to this link. I detail thoughts on color and decision making from the sketch phase to the final image.


Sunday, September 8, 2013

Deep


Some time ago, I worked with Shane Acker and Benthos Studios to create this character sculpt for an upcoming project called Deep. Some of the character concept art, created by Laurel D Austin can be seen here. The project uses Valve's engine Source Engine to aid in the creation of its cinematic visuals. It was a great experience working within an art style I thoroughly enjoyed and with an art director I learned a tremendous amount from.

Monday, September 2, 2013

Isaak


Here's the rest of Isaak the Cossack.

Thursday, August 29, 2013

Roaches!


Found this gem tonight. From the last days working at Robomodo.

Wednesday, June 12, 2013

I thought her eyes were green


Continuing the lunch sketch series (dropped since January, haha), I decided to reinterpret one of my favorite movie heroines. I'm a great fan of Miyazaki. The sense of wonder and hope that he infuses into his worlds/stories is enviable. I rarely create reinterpretations of already existing characters, but I thought I'd break that rule this one time.

Wednesday, May 1, 2013

Process


A little while ago, a certain someone accused me of not being comfortable showing the 'ugly' side of my work; my process. Sigh, he may have been right, so today here's SIX AMAZING EASY STEPS it took to do this Jupiter Jonah poster. Now you can do it too.

Sunday, March 17, 2013

Eko Atlantic city rises




A few months ago I shared some visual development work I did for an animated TV show my brother and I were working on called Ekologue. I thought I'd share some more.  These were mood pieces intended to capture the energy/spirit of the show. Slice of life type of stuff in the slums, dwarfed by the towering city in the distance.
With the recent completion of Eko Atlantic City's land reclamation off the shore of Victoria Island, Lagos I thought it might be timely to show this.

Wednesday, January 9, 2013

Tuesday, January 8, 2013

Monday, January 7, 2013

Prince


The idea for this sculpt came thanks to a Costa Rican fellow I play soccer with on Sunday.

Friday, January 4, 2013

New Habit?


I'm trying to make lunch sketches like this a habit.

Thursday, January 3, 2013

Isaak sculpt: Drawing and sculpting


Every time I look at the sculptures and maquettes of Kent Melton (a great sculptor I was introduced to recently) you understand why Disney and Pixar and recently Laika have trusted his 2d to 3d translations for decades.
Whenever I sculpt a drawing, the relationship between the two practices is always quite striking. I never feel that I need the sculpt to look exactly like the drawing. I'm looking to capture the spirit of the drawing and hopefully improve on the definition of its personality.
When done most of my personal sculpts become references I use for a project either 2d animation or comics. Having a sculpt to refer to for drawing proportions and technical details is great, but more importantly the sculpt is a solid base to build on. The sculpt gives me insight for better visual consistency, weight distribution in my drawings, expression, etc and even aids muscle memory involved in drawing the character. To summarize, the manner in which the two practices inform one another is just a fantastic cycle.