Monday, October 31, 2016
Tuesday, October 25, 2016
2D Class Week 09 Shape Language
This week we developed off of our original project reference research and created different "shape languages" to use for concept creation. We also used this shape language to create proxy models to use in VR to discover the sense of scale to our world and what we plan on creating. This part of our concept project took me around 3 hours to complete
I had made additional shape language references for different images, but I kept those aside as reference and learning. These images above show the intentions of our project clearest out of all the shape language studies I conducted.
I also made a quick proxy model of the bridge. I started by making three different designs:
Shape language for the castle exterior |
Shape language for the bridge |
Shape language for the castle interior |
I had made additional shape language references for different images, but I kept those aside as reference and learning. These images above show the intentions of our project clearest out of all the shape language studies I conducted.
Really quick concept idea of the castle based on shape studies |
I worked with Melissa to further the castle design, the result here is a rough sketch that will be worked on |
I also made a quick proxy model of the bridge. I started by making three different designs:
A basic model |
A model that was a bit more complicated |
An even more complicated model |
My group liked the medium complexity model the best.
UE4 mannequin on the bridge, for scale |
Monday, October 24, 2016
3D Class Week 09 Create a Simple Organic Model
Tuesday, October 18, 2016
Tech Art Week 05
This week in tech art we created our own blueprints! We were tasked with creating whatever scene we wanted (using pre-made assets or anything) and creating at least one dynamic material blueprint (where the material changes) that responded to the "G" key and another blueprint that is activated by a trigger (so the blueprint activates whenever the player gets near the trigger. This project took me around 3 hours to complete.
For the input based dynamic material blueprint, I made it so that the rock changes material and texture when "G" is pressed. The texture changes from stone to a golden hex-like material, and the emission on the base material (with the rock texture) glows green. I couldn't quite get the two changes to play nicely together, so the green glow turns on and off at seemingly random. When the key is pressed, the materials on the rock not only change but the walls turn/glow golden as well, and text is printed to the screen praising the rock.
The volume trigger I created involved going near the rock. Once the player approaches the rock red smoke starts to emit from the base of the rock.
My level I created, used assets from the older projects (not mine) |
Running the game |
When "G" key is pressed, everything operates on a timeline so holding the key changes the glow intensity |
The volume trigger I created involved going near the rock. Once the player approaches the rock red smoke starts to emit from the base of the rock.
2D Class Week 08 Artist Discovery
For this first week working on our concept project we were tasked with finding reference on our art style, content, and other aspects of the project such as mood an lighting. This part of the project took me around 3 hours to complete
We created a team Pinterest board which can be found here.
I added reference to the board, along with my fellow teammates, to help build our part of the project. Below are some examples of pieces I added and plan to use for inspiration.
Here are some of the pages I created as reference to use for the project.
We created a team Pinterest board which can be found here.
Our Pinterest inspiration board |
I added reference to the board, along with my fellow teammates, to help build our part of the project. Below are some examples of pieces I added and plan to use for inspiration.
Here are some of the pages I created as reference to use for the project.
Animation Class Week 07 Animating a Walk Final
Round 3! This week was the same as the last, talk the refined walk cycle and refine it even further. We were also to add a hat to the model to animation or develop the walk as a personality walk. I tried to do a little of both. This project took me around 4 hours to complete.
Animation Class Week 06 Animating a Walk - Polish
Walk cycle round 2! This week we took our walk cycle from last week and refined the cycle based on the critique we received in class. This project took me around 1.5 hours to complete.
Animation Class Week 05 Animating a Walk
This week we graduated from the classic animated bouncing ball to also classic walk cycle. This week we focused on getting a basic walk cycle down by animating a simple practice rig walking in place. This animation took me around 3 hours to make.
Animation Class Week 04 Two Bouncing Balls
Third pass of the bouncing ball practice! This time we not only refined the ball bounce but also added an additional ball and an environment for the balls to bounce in. This animation took me around 3 hours to make.
Monday, October 17, 2016
3D Class Week 08 Working in a Game Engine With Final Prop
Final round with the cannon! This week we took our fully textured, fully painted cannon and brought the finished cannon back into Unreal. This final part of our cannon project took around 4 hours to complete.
Setting up the cannon material map |
Material instance being displayed on cannon |
Final result |
Friday, October 14, 2016
3D Class Week 07 Bake Maps and Digital Painting for a Prop
Back to our cannon! This week we utilized the UVs, mesh, and textures created during the previous weeks and brought that work into Substance to paint colors and materials onto our cannon. This project took me around 6 hours to complete.
Cannon textures on the UV map in substance |
Original game-mesh cannon vs cannon with textures baked into the mesh |
Final results |
Wednesday, October 12, 2016
2D Class Week 08 Concept Team
Starting this week, we are moving from basic drawing concepts to utilizing 2D work to develop actual art concepts for a project. We are working as (pretend) contractors on a project that uses the story/world of The Wizard of Oz with the aim to recreate this story in the style of Tim Burton. The class is split into different groups based on certain characters, and my group will develop concept work for the Wicked Witch and her flying monkeys. My team leader is Hez and our other teammates include Francisco, Melissa, Moss, and Tiffany. Stay tuned for more!
Tuesday, October 11, 2016
2D Class Week 07 Basic Lighting
This week we took a picture of an object we owned using 3-point lighting to illuminate the object. We then attempted to re-create that image and mimic the lighting as closely as possible. I used my rubber duck for my image, and the image took me around 6 hours to make.
Tuesday, October 4, 2016
2D Class Week 06 Value
This week we took existing line art and added tone/shading to the image, focusing on form and lighting. This project took me around 5 hours to complete.
Original line art, not mine |
Finished shading |
Monday, October 3, 2016
3D Class Week 06 UV and Digital Sculpting for a Prop
This week we continued onward with the creation of our cannon. This week we learned how to UV the proxy cannon, bring the cannon into ZBrush, and then use digital sculpting to add details to the cannon. Altogether this project took around 3 hours to complete.
Finished cannon UVs |
Original cannon |
ZBrush Detailing |
Decimated cannon texture |
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