Tuesday, 2 February 2016

3D DESIGN - HEAD MODEL

3D DESIGN - HEAD MODEL
Part of the statue process, was o create a head model. This was to be used for own own statues if desired. Or to then sculpt into another model for the statue. My statue, is going to be a robotic figure, so This head I wont use on the final statue. 

I took the liberty to sculpt this into my own version. I moved the eyebrows down and the jaw line in more, also made the nose bridge less exaggerated. I made the whole head look more menacing from the sculpt I ended up with. This was a great exercise, and I found it easier to move onto the actual statue from this. 





Overall I like this head model. The process of making it was great and tough me a lot of important factors, for crafting a 3D head, such as starting from the eyes and working out. I do however wish it was slightly less Tris as it did end up being 20,000 plus, once smoothed.  I hope to use this model in the future or maybe even to use it as a base to practice sculpting techniques or other head models.  

Monday, 1 February 2016

VISUAL DESIGN - STEAM PUNK - WEEK_04_TERM2

STEAM PUNK CHARACTER 

For this brief, we had to create a steampunk item of our choosing, weather a character, weapon or item, and have a brief understanding of the origins of steampunk. 

I first created a mood board of ideas for a character I could do. I wanted to do a character as I want to increase my skill with character drawings, and understanding of forms.














I decided to do a cel shaded piece, after thinking about which would look good for the illustrations I had draw as initial ideas. As I also want to make myself more comfortable with this style as well as the other paining techniques.



Bust sketches of different styles of steampunk fashion. I wanted to make a character that wasn't overly cliche of steampunk, so I choices to add goggles and a suit piece, not over doing the steampunk feel. 













My Finished piece without the background. 


Both background are temporary, as I want to do a better one, that is in keeping with the style of the piece. However these two (green/gray) don't look too out of place. 


I really enjoyed this brief as it made my understanding of this technique more in depth, as I now know things for this process that I didn't before. I will use this method in the future as I really like doing it, but next time I will try and further my skills to make the work muck better.


Saturday, 30 January 2016

VISUAL DESIGN PAINT OVER - CLASS WORK - WEEK_04_ TERM2

PAINT OVER TECHNIQUE CLASS WORK 

Continuing the paint over methods,  we had to paint over an image using, light variation and tones. I used grey scale colour to do the initial tone variations. Once that was done, I then went over it with a few more details and extra brushes, giving it more, but subtle, texture definition. 



I then did a color layer over it and gave it a green swamp like colour. 


I really enjoyed this process and will continue to use this in future methods of paint over. This process also helped me to better my skill and knowledge of how shadows appear on forms and the placement of these. Which I will continue to develop. 



Friday, 29 January 2016

LIFE DRAWING CONTINUED





Using strong charcoal in dim light, for the effect of shadows. 


Experimentation with the side of charcoal to get skin texture. 


5 minute sketch of the model, I really like the subtleties within this, the hints at textures and skin folds, This is one of my favorite pieces of mine. 


Quick sketch. 





Some more quick sketches. 





Foreshortening piece, from the side angle. I am pleased with how this turned out as this wasn't overly  exaggerated with the Foreshortening and was mostly in proportion. 


Another angle of Foreshortening. This I found much harder than the first mainly due to the angle and the position of the model.

This last one again was difficult because of the position of the mode. However I found this to be my favorite and had good Foreshortening to it. 



Tuesday, 26 January 2016

3D DESIGN - MOOD BOARDS AND MODEL SHEET FOR STATUE WEEK_01_TERM2

MOOD BOARDS AND MODEL SHEET FOR STATUE

During the next term, we are going to make a statue for our battle arena, and place this within it. I researched into scifi statues that I could use as inspiration for my own, and also incorporating an industrial /worn element to it. I am using parts form the Russian statue pictured right on the mood board, as this has a scifi feel to it already and can with with the arena. I also will combine this with ant hoer scifi figure and make it my own, so that the statue fits. The texture I want to apply wold be a worn rusty metal, similar to the arenas texture itself, giving the cold war scifi feel.




After finding the basic structure to implement, I then researched the scifi heads that could I could use for the statue. The first model sheet for iron man, I thought worked the best, as I fit with the Russian statue and was already scifi looking.






I then created a model sheet of a photo bash of the Russian statue and the iron man suit. I used most of the statue with the top half remaining more iron man, and the pose this will be in will be a heroic one or a salute, to fit the scifi/old military style. This will form the basis of the 3D model that I will create in Maya. 


VISUAL DESIGN - ANIMATED GIF

VISUAL DESIGN - ANIMATED GIF
This visual design session, I was given a basic walking animation of this cartoon girl. I thought I would something fun and have a over the top action from when the gif is played.
This was good to learn for our gameplay and interactivity, as we will be using animations within our sprites.
I found this brief very fun and great to learn, and it has given me the basics for Photoshop animation, which comes in handy a lot for future work.


Thursday, 21 January 2016

GAMEPLAY AND INTERACTIVITY - 2D GAME - INITIAL CONCEPT ART AND MOOD BOARDS

 2D GAME - INITIAL CONCEPT ART AND MOOD BOARDS 

After deciding the what our key mechanics and style of the game would be, it then came time for the initial concept art for characters, backgrounds and weapons.

The first thing we decided was to have a female lead protagonist character. We found that having the long hair wold add to the feel of the characters movement without having the clothes too flowing. I created this mood board to show some ideas for our character, the character would be Disney/dreamworks minimal style as at first we were going to do this style but did quickly decide to do pixel art as the player wouldn't see much detail when playing.





At first the designs started off as a muscular female, similar to lara croft. However we decided we wanted a more agile character who could move fast and appear more streamline. 



Once the build of the character was found, we started looking at what clothing we could use and what could be used to show movement in game. The first thoughts were a puffer bomber jacket and large baggie pants, however we found  this didn't look good at the size we wanted and didn't show movement well. 



So we opted for a more streamline and less clunky costume. This consisted of legging type bottoms and the jacket which was less puffy and more tighter fitted. 



After this I played around with the facial construction for the character. I found the cartoon approach better than an realistic one, to fit the themes of the game, and long hair instead of short, as the hair could act as a way of showing motion. I also found the design I didn't like, and thy were in need of serious adjusting, if they were to look better than a "crazed" character seen in the left hand image. 


I refined the design to be more dreamworks/disney style which is what I continued throughout all my initial concepts for the characters. 



 


I the made a quick sketch page of different poses, very rough, that I could use when it comes to ding the pixel art animations for the game. These were very helpful and helped communicate the feel of movement in the character. 
Here were some different face expressions I did for the cartoon concept art, these were good to do as I wanted to do more poses for the character in this version of the art, however we decided we were going to move ahead with the pixel art. 






This was the final version of concept art we decided to go ahead with, and develop into pixel art. I really enjoyed this process and liked coming up with the different looks for the character. This style also fits with the enemies concept art style. 



I then decided to do a model sheet of the character with her sword to show size difference and clothing hair etc. 


This is some other concept art from another member of our group. We decided from this that the characters clothing would be quite dull and basic, and she would have bright hair. The hair would suggest motion as she moved, as before we said a scalf or the cloths would do this, but we decided to make it more simple and have just the hair and a ribbon attached to the sword to show movement.


Another earl piece of concept work, when we were deciding what the character would look like and what she would wear, another group member thought that goggles would be a great choice because of the characters constant fast movement. This first concept then helped us to move forward and change aspects that would be better for use, for example longer flowing hair as opposed to short motion less hair.





This sword mood board  I made when we were coming u p with the design of the sword. It originally started off as a giant rectangular sword, however we found a more streamline cutlass type sword would fit the them of movement well and also look better with the character. 

I then drew up a front facing image of the character, so that I could colour it like the other pieces of concept art for the enemies.