This was the boss model that had to be scrapped due to time management and polygon size. It was made in zbrush before I was aware if the limitations that Unity had on high polygons. I really liked how this was going and is one of my favourite things I did this year in terms of achievement, but it had to be cute short unfortunately.
Friday, 27 March 2015
Thursday, 26 March 2015
2D Design - Anthropomorphic Frog
We were assigned a task to create an anthropomorphic frog this session, it could be anything we wanted so long as it was a frog in a human appearance. Frogs are my favourite animals so I had a lot of fun with this and I drew a frog prince which is a nickname of mine. Looking back i like the colours I used here but I'm not too keen on the painterly look, I think a bit more refinement would have been good.
2D Design - Lava Creature
For this task we utilized the layer effects available in Photoshop, allowing us to get many different kinds of effects on our individual strokes. Using this we created a glow effect to get a feeling of lava. This was my result.
Game Encounters - Fish Rig
I thought it would be cool for our project to get a fish rig and have it swimming for our game. It was done by modeling the fish and then rigging it with joints, then adding it to a curve and have it follow the path. This was a lengthy process and there was difficulty adding it to the game as Unity has problems with curve animations, but through the process I learned a lot.
Games Encounters - Shark Modeling
I was tasked to create a high poly model of a shark I designed to be used for the game itself, I used the base model that Jamie made and edited it in zbrush. We ultimately scrapped this as we realised that Unity couldnt handle the amount of polygons that zbrush made, but it was a good learning experience for me regardless.
This was the first incarnation I did which did quite go to plan.
Games Encounters - Shark Concepts
As well as the concepts for the boss, I was also in charge of designing the standard enemies in the game which in our case was a shark.
I started off here trying to familiarize myself with the basic anatomy of a shark to make the design process easier, I learned quite a lot about the way they work from this process.
The rest of the designs were working out the design of the shark, I wanted them to be artificial and not just a fish. So I looked at some research related to the boss and my design for the boss itself to help.
Games Encounters - Character Concepts
Even though the character concepts were not my job in the group, I wanted to do a few, these were what I came up with:
My vision of the character was that she would be more humanoid with aspects of fish like movement in her clothing, I also thought a bit about the weapon she would use which in this case was a magical energy cannon. I would have liked to have continued with her designs, but I was really pressed for time.
Games Encounters - Boss Concepts
For the boss of our game, we wanted to originally create a huge monster with a pattern attack to hurt the player, I was in charge of the concept art for this. The design was ultimately scrapped for a new one due to time management issues.
This was the initial concept sketch for the boss. I focused on trying to just get a concept on paper to work with further into. I added a lot of detail so that it made it easier for me to visualise what I wanted out of the design.
This was the final concept shot of the overall lighting and mood of the boss. I used filters to try and convey the textures and dingy look to the boss, as well as focusing on its appearance. We were weary about the time it would take, so I decided to make the golem be attached to the rocks below him at his waist. I liked how the design came out and overall although if I could go back and redo it I would definitely add more detail.
Design Practice
Here are a few practice designs I have done to test myself and try and get a diverse but similar looking group of people who are part of the same tribe. In hindsight I could have done way more research for more diversity but overall I am happy with how they turned out.
3D Assessment Task - Finn
Our end task was to use Maya to model and texture a cartoon character called Finn using the 'box modeling' method. Here are the steps I took throughout the process:
I started off with the feet and slowly extruded the edges towards the body, moving the vertices around as I went.
When I came to the shorts, this was where the two meshes met and I had to combine them together at the groin area.
After that the body was needed, and I build it up so that it matched a nice flow to work with.
When the body was done I added a neck and build a basic cube extruding from the neck, using edge loops I sculpted the head to try and get a shape I wanted.
I extruded a sleeve and then from that extruded the shape of the arm, using edge loops to shape it accourdingly.
After adding fingers to the model the base mesh was done.
Friday, 6 March 2015
Steampunk Design
To start off my steampunk assignment, I created a moodboard to get a feel for the design of the theme and to get some inspiration.
After gathering some reference, I wanted to focus more on the design of the character, at this point I already wanted to create a male character, but I wanted to focus on his clothing and his overall design. Steampunk is usually very brass coloured and victorian/wildwest clothing.
This was what came of the design, I wanted to go for a more monster/cyborg guy and this resulted from lots of fun experimentation.
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