Monday, 30 November 2015

VISUAL DESIGN - USING VALUE TO CREATE DYNAMIC FORM - CLASSWORK


VISUAL DESIGN - USING VALUE TO CREATE DYNAMIC FORM


Todays class work, was to copy colour swatches onto a silhouette of a robot. This was to help use with value and how to create dynamic form.

This was the finished copy of the robot that I did. I found this brief quite helpful and enjoyable, as it helped me to understand some  rules and lessons with character painting.


Once that was completed, I put the guidelines on and duplicated the robot, adjusting the leves to make it lighter as It became further from you.


This was a quick values and lighting process I did before moving onto the robot. This was very helpful and was great to do, because it gave me an understanding of how to use value and how to apply it to an image.


Sunday, 29 November 2015

VISUAL DESIGN - ANTHROPOMORPHIC FROG WEEK_10_

 ANTHROPOMORPHIC FROG

This week in the visual design class, were given the task of creating an Anthropomorphic frog creature in and style, and and theme. For my frog creature I chose to do it in a fun comic style, of cel shading. using simple color and shadow techniques. 

The first step was finding a selection of frogs (tree frogs + the occasional jabba the Hutt),and creating a mood board to help with look of the creature, texture of skin and colour.  



I initially came up with this type of frog wearing a shirt, however I found the design quite boring and plain.

I then took a closer look at my reference page, and found the exotic tree frog, looked stoned. So I did a design for a stoner frog. Again I found I didn't enjoy this one so didn't use it as a final sketch to move on from.



After that, I quickly sketched out a kung fu from and I thought that this would be good to develop.

























The design I then finally went for was the one I started off with in class. Originally, again wanting this to be more comical like the stoner frog idea, however I found the shape I had created, evolved into a kung fu , zen master frog, which I really like the outcome of and enjoyed doing the task. This also meets the brief, as I wanted to do something more fun and that could appeal to a wide audience. The cel shaping approach also made the comic/cartoon feel come across well, and is a technique I will use in the future and develop. 



Saturday, 28 November 2015

GAMEPLAY AND INTERACTIVITY - FEEDBACK NOV 27


SOME INITIAL FEEDBACK FROM MILESTONE 27TH NOVEMEBER

After the milestone of the November 27th some class mates played my game and reviewed it so I could make changes and improve upon it for final hand in.

The feedback was very helpful and I took it upon me to fix the problems they had suggested. Main issues were lighting in terms of where to go, and finishing up some scripted events. I will add a key to open a door on the lower section of the level, and make the lighting obvious so you pick the key up before jumping down to the second level.

Positives of the level were the aesthetical design, and the sci fi atmosphere of the level.
Which I was going for.



Sunday, 22 November 2015

VISUAL DESIGN - TANK WEEK_09_

VALUES, AND TANK PERSPECTIVE PIECE 

This week for the visual design class we had to do create a 2 point perspective piece of a futuristic tank/armored vehicle. As always I started off by getting a selection of images to help with the sketching and design process. In the lesson we also went through basic coloring of simple object and, this technique I have used in my final piece. 



Here are my initial rough quick sketches, of tanks, exploring the different types of vehicle, such as a hover tank or a four legged one.



The first design I found to be too chunky and very boring, in my opinion, and I dding really want to go further with the design. I wrote that it needed a more refined front section and i needed to decided weather or not it was going to be a hover tank or a land one. However I dis mention I liked the double barrel cannon. 

The second one I preferred a lot more, this being the favorite of my rough designs. I liked the structure of this one as it was simple yet futuristic. However i did say it needed a front cannon and some more weapons or a few added parts of detail.


The third design I liked, although this was more leaning toward a mech design than a tank. So I decided not to use this because I felt as if It didn't fit the brief, and because I didn't really want to peruse this one further. 

For the fourth design I aimed a t creating a hover tank, however It didn't really work and I found again I didn't like the sketch. 



Final design I overall like but felt this would be for to detailed when adding in the values, but the four wheel design made this one feel unique.



For my final piece I took samples from the first four of my rough sketches and combined them into one tank.The overall outcome I am happy with as it answers the two point perspective brief with values of grey scale color.I didn't want to add color because I felt the grey scale was fine and made it look somewhat more futuristic than if it had color. 

If I was doing this again I would refine the shadow on the floor and make it properly match the shape, also I would refine some edges to make the overall shape more crisp and less jagged. 




VISUAL DESIGN - ENVIRONMENT WEEK_08_

ENVIRONMENT PERSPECTIVE

This weeks visual design lesson was on two point perspective. I had to learn the basics of the two point, one some existing images. Once this was done we were given an initial image to make the boundaries and the perspectives lines, so this would for the basis for our own two point perspective room.




To begin with, I gathered a selection of different  sci -fi environments that I really liked the setting, theme, mood and overall aesthetic of. I wanted to create a sci - fi room that was simple and not too compact with things, and was easy to follow. The images above, were a selection of environments that didn't have too much going on in them and they didn't feel too overcrowded. This is what I was aiming for.

This was the first rough design that I did as a plan  of what goes where and how the room may look. I wanted to have a door way and a window looking out onto a landscape. As the for the objects in the room, I kept it simple including a desk, chair and sand. This would then be refined into the final version  




The final design I found quite challenging to get the perspective right. I opted for a more basic and simple room, with some features. I wanted to create a room that was scifi but not too obviously scifi. I added the viewing window as if you were looking out onto the landscape. This added to the piece making more alive. I then put small strokes over the floor and walls to show a sense of the room being worn and lived in, this also made for a interesting retro scifi feel. Overall I am happy with the final out come and what I accomplished, although If I was to do this again I would really plan what was going where and get the perspective correct. 








Sunday, 8 November 2015

VISUAL DESIGN - TENTACLE WEEK_07_

TENTACLE CREATURE

The brief was to creature a creature that had four or more tentacles, and make this creature be not too cute or kiddy looking, and the final outcome needed to be in color, this could be done digitally or traditionally and needed to be in color. I chose digitally. As I want to further my skills with digital art.



To start, I created a mood board of images and references of creatures from media, with tentacles, that I found particularly interesting and unique. This helped me to form the basis for most of my ideas, without copying them too much, 



My first design idea, was a bipedal creature with tentacles coming from its back. I felt I needed to do something that wasn't humanoid looking so I decided this wouldn't be the final for me. However I still like the design of the creature itself. 



The second creature I found to be much more what I want to do as it was different from others I had done, and had some features that I could really express well when colored. I wanted to do this in traditional media I i chose it for the final but decided to stick with the digital work, ti further better my stills with digital art. 



The third design I found too flat, unlike the previous which had a lot more going on and more to work with. Although this one I still rally like, and would probably work well as another type of creature, for example a rock monster or a forest/swamp creature. I found the tentacles to be lacking, which is something I would change if doing again, and make the full body visible, to show it in its full structure. This would give me a much more interesting creature to work with. 


This next design i found to be to goofy and not interesting enough to develop further. I tried to go for a more comedic approach, however I didn't think it suited this tentacle creature brief too well so I ended up not using this for the final piece. This to me, seemed too familiar to existing material so I again didn't see the need to develop this one further.







My final creature was the second tentacle creature, coloured. I felt that this one opted for the most variety and this to add to it. I used the blending method of shadows and brushes on low opacity and the alt click color selection to do the blending and colors, this gave me a better and more slimy/ slippery texture that suited the creature and made it look more opposing. I am happy with how this looked and it answered the brief well. The only issue I have is the fact that the whole creature isn't visible. This is something that I would do differently yo show off extended features and more of the  creature its elf, if I were to do it again. The creature also features more that four tentacles so again this answers the brief. 



Tuesday, 3 November 2015

3D DESIGN - BATTLE ARENA VERSION 3

BATTLE ARENA VERSION 3

The next process in the arena I finally added more islands to the it, giving it much more life and atmosphere presumably, when in unity. The second island was a destroyed on, acting as a bridge to connect all three. I have done this as a destroyed version of the other two, however have change many aspect such as the overall form, and the base pole, just so its not a copy and paste, and so each feels different yet connected.

For the third one, I have used aspect again of the first, however this has more jagged rock faces and a different center circle design s Its a variation of the first one.






Sunday, 1 November 2015

VISUAL DESIGN - ZOMBIE WEEK_06_

HALLOWEEN ZOMBIE TASK 

The Halloween themed brief was to create a zombie that would be inserted into a Maya animation of a person moving like a zombie. 

We were given a Photoshop document to play around with. This included basic face and clothing of a female character. We were first tasked with changing the colour of the clothes to whatever we wanted, and also to remove the existing logo/badge off the jacket and replace with our own logo. 



I  changed the colour of the clothes to a dark brown, to look more subtle when in use, and I then added a texture of dirt over this, on a new layer, that was set to overlay so it would come through and look like the clothes were worn and scruffy. 


Next, I placed my own logo in  and gave it and FX of bevel an emboss so it would stand out more noticeably. There was also a small one on the torso of the jacket but the other layers make it hard to see this. As each step was complete, I then saved the file and overwrote the previous, then in Maya, clicked reload, so each stage of saving could be viewed on the model. 

The next thing I did was get a face of a celebrity, one that was front facing, and then blend this with the rest of the head, over the other default face. Once that was done, I created a new layer, and set this to multiply. This layer is the blood effect layer. I first added blood to mouth nose and the left eye, after which I got a blood splatter texture and put this over the right eye, looking as if the eye was missing. After this I added some subtle red and black blood splats to the face, and then finally the yellow zombie skin. 

I then finally added some more dirt effects to the clothes and skin and then some blood splats on the clothes, to show the zombies "nature".

After all the clothes and skin was then done, I reload the page in Maya, once the save was overwritten and then my model had the textures and clothes of the ones I had just worked on in Photoshop. I am very pleased with how this turned out and I really think that the model now does look like a zombie. It has also met the brief well. This task was very fun and enjoyable and I hope to use this process again in the future.