Friday, 12 December 2014

Temple Model

For this assignment we were set the task of a modelling a temple from a given image. We were given the reference image to work from and the textures to apply to the model and was set the task of modelling the temple to the best of our ability using the skills learned in the lessons. I started off modelling the temple by first creating the pillars and then building up the temple from this creating it in parts and applying the UV unwrapping and textures to bring the temple to life.  I am really pleased with the final model and feel as though I have successfully applied the skills I have learnt in lesson to create this model, I did encounter a few issues whilst modelling such as when applying the textures some of them were blurred even though the UV wrapping was fine, however overall the whole model and textures turned out really well with the time I had.


Reference Image to model from



Given textures to apply to the final model







Final model of the temple

Thursday, 11 December 2014

Head Size Task - Elf and Dwarf Concepts

For this task in class we had to create a Elf and Dwarf concept based on the head count rule to get the correct sizes and proportions for our characters. The Elf had to be 9 1/2 heads tall and the Dwarf had to be 4 heads tall to show a clear contrast and difference in the way the characters work, with the Elf being more slender and tall and the Dwarf being more bulky and short.

I first started off this task by researching into some current concepts out there for both Elves and Dwarves to see what designs and ideas I could take inspiration from and incorporate into my own work.


I then started off my own concepts by creating a grid using the oval shape in Photoshop to represent the heads, the first scale being 9 1/2 heads tall for the Elf and the other being 4 heads tall for the Dwarf. I then painted in my Elf and Dwarf concepts building up in colours and shades following along with the head scale to create an accurate look to both of my concepts. I am really pleased with my final concepts and although they are rough and I could spend more time working them up and adding detail to bring them to life I am pleased with the current state and feel they show off what I was assigned to do in this task.






Thursday, 4 December 2014

Skeleton Assignment

For this homework assignment we were set the task of firstly creating a page of studies of the human skeleton using online resources as well as books and journals to practice the basics of the skeleton and study various major bones in the body and how the joints worked and what type of joints they were.


The second part of the assignment was to use these drawings and references and create a final drawing of the full human skeleton from the front, back and side and then take this image forwards to create two different versions of this.


I then took this drawing forwards and scanned this in to create two copies of this image and labelled one with the major bones on the body and the other with the major joints and the type of joints they were.


Bone Diagram


Joint Diagram

Overall I am really pleased with my final diagrams and I think I will find these very useful in the future as reference for my own traditional and digital drawings thinking about proportion and scale and also as reference for when I'm modelling and animating characters and thinking about the way joints and bones work together to create movement.




Various Life Drawing Uploads

Here is a selection of life drawing work over the course of a few life drawing sessions, the majority being from the most recent session using charcoal and chalk as I found my work to be really strong with this media however there is also a selection of pen drawings and other plain charcoal drawings. I have not posted many life drawing sessions as I haven't liked my outcomes from the sessions as I feel either I haven't worked as well as I hoped with the media or my perspective has been off but I am really pleased with the recent session.


Charcoal and Chalk - Tonal Study


Charcoal and Chalk - Tonal Study


Charcoal and Chalk - Tonal Study


Charcoal and Chalk - Tonal Study


Charcoal and Chalk - Tonal Study


Charcoal - Tonal Study


Biro Pen Study

Thursday, 27 November 2014

Rigging a Fish

For this homework assignment we had the task of following along with a Lynda tutorial using a given fish model and rigging this fish model to make the fish swim along. In the tutorial we were given the fish model but had to create all the joints (bones) and the skin mesh as well as animating the final fish to create the overall fish swimming animation. I feel as though I have completed this task well and found the knowledge useful for when I want to apply this to my own future props to put into my games.

Wednesday, 26 November 2014

Tank Assignment

For this homework assignment we had the task of designing a tank or armoured vehicle concept and sketching this out using the two point perspective and box lighting techniques we had learned in class.

To start off the assignment I first created a visual board showing my research and inspiration for my own tank or armoured vehicle concept. I looked at various types of concepts including more blocky shapes as well as some more rounded organic shapes, but decided that a simple, blocky concept would work best to get used to the two point perspective and box lighting techniques learnt in class.


I decided to try out three different tank concepts after researching into the subject matter, one being a more blocky concept, the second being a more organic rounded style and the third being a mix of the both. I created all of these using the two point perspective method to create a realistic 3D concept that then could be used to model the final concept in a game. I decided that I liked my first concept the best as it was the most simple yet could be taken forwards easily with some added details to complete this assignment.


I then re-drew out my final chosen concept on a larger scale using masking tape to create my horizon line above the paper and then using the two point perspective method to create a 3D concept, I also added in some details to bring the concept to life and stop it being too simple as a overall concept.


Once I was happy with my concept I then took this into Photoshop to work it up using the box lighting method that we learnt in class.

This was the particular class method of the box lighting techniques to get a good 123 and sense of depth and shadow in the overall concept to bring it to life. 



I chose to use the top grey scale set of 123 on my tank concept as I feel this has the best 123 and has the most contrast in between the highlights and shadows. I decided to add in some darker patches using a 70% grey on the hatch and end of the turret gun area to show the idea of where holes and indents would be.


I then decided to create another version painting over the top of the grey scale version with a blue colour to bring the concept to life. To achieve this I created a new layer, decided on my final blue shade, painted the entire concept with the blue colour using the paint bucket tool and then changed the layer mode to Overlay to show through the box lighting method to add that 3D, realistic look back into the final concept. I also added in a shadow below the concept to ground the object and lift it off the page to give the overall hover tank concept. Overall I am really pleased with my final design and feel I have put the skills learnt in class to good practice to create a simple yet effective final tank concept.
















Friday, 21 November 2014

Rigged Turret

For this lessons session we had to rig our turret model, which is basically animating it. The overall process was very simple, using the animation tools in Maya by using various key frames and then rendering out the final video using the playblast feature. I really like the final rigged model as it brings the model to life and adds a more interesting view on a still model.


Final rigged turret

Gas Pump Model

For this assignment we had to follow along with a Lynda tutorial to model and texture a gas pump to go along with our tools and furniture that will eventually go in the gas station scene.

To start off this assignment I first had to model the gas pump and UV unwrap to make sure everything was right and that the texture wouldn't be stretched or squished when applied later. I was really pleased with my original model and didn't encounter too many problems as the actual model itself was quite simple just stretching out a box and rounding elements to create the basic gas pump shape.





After everything was how I wanted it to look and nothing was stretched I then began to texture the gas pump, again following along with part two of the Lynda tutorial. To create the texture I used the PSD network system in Maya which took all the elements of the model and laid these out into a texture sheet in Photoshop ready for me to texture in layers. The texture itself is built up of three layers, the specular map, bump map and the base colour. The specular map controls how shiny certain parts of the object is, the bump map controls how light reflects off the object giving the illusion of bumps and fine details and the base colour gives the overall model the main colour to bring it to life. I decided to take a personal approach to my model and added a sticker and used a different font on the text within the sign to create a vintage looking model and a more unique style on it.


 






Overall I am really happy with my model and I believe the texture really brings the model to life, however I think I could have improved with more time on the edges of the rust to make it look less airbrushed and more like it was rusting onto the white metal plate at the front.






Tuesday, 18 November 2014

Insectoid Character Design Assignment

For this homework assignment we were given the task of creating an Insectoid character, it had to have purpose that could be taken forward into a game concept if presented to a games company, it couldn't just be a person with a bugs head etc.

To start off this project I decided to start with a visual board of images representing my research, inspiration and thought process to start the project off. I looked at both concepts already out there with the insectoid theme and also various insects that exist in the real world.


After researching I then completed some rough studies of various insects to get the feel of how each one looks and differs and features I could possibly pick out and alter for my own concepts.


Once I was happy with my studies and had a few ideas in mind I then started sketching out my 3 rough concepts for my own character using my studies and inspiration as reference. I picked on certain features from my studies and combined these with other insects and there features to create some cool insectoid concepts.



I decided after drawing my rough concepts out I liked the first idea the best as I felt this gave me the most freedom and movement to expand further and looked the most evolved insectoid concept out of the 3. I then took this idea forward and created a blue-print style view of this final concept.


I then created my final three quarter view angle of my final concept and added some colour to flesh out the overall concept and bring it to life. I am really pleased with my final concept as I feel I have captured the brief well and followed through from my research to my final concept and I believe this works well with the bio I have given my character and I could easily see this being used in a game environment.







Friday, 7 November 2014

Adding Texture to the Turret

For this lesson we were given the task of texturing a given model of a turret. I first started by baking the detail added onto the model last session using xNormal, which I created both a normals and an occlusion map and then loaded up the occlusion map in Photoshop and began to play around with texturing the details. I added textures such as scratched metal, rust, blood splatters and decals to bring the turret to life. I am really pleased with the final textured turret as it really adds a high quality look to the turret and brings it to life, looking like something straight out of a video game.



Textured occlusion map in Photoshop





Final textured turret model




Speed Painting Practice

For this task we had to copy a given image in Photoshop and use the technique of speed painting and using layers to our advantage to block out the rough concept of the image. To start off we had to work out how many layers to use to follow along with the given image, I split my piece into 8 layers starting with the background sky colour and building up to the foreground with the front tree and girl. For this speed paint we had 2 hours to complete a rough version of the image.








I am really pleased with the final outcome, although it is not finished and I would need to work into the image to add details such as eyes but for a speed paint in 2 hours I feel as though I used the tools and skills learnt so far successfully to roughly block out the image.