Thursday, 29 January 2015

Excitement as the Character project is unleashed

 Week 18

This week we were finally officially given the brief for our medieval character project, to say I was excited is an understatement. I couldn't wait to get stuck in this project. Firstly before evening going into the research and creating ideas, I went through the style guide which I was already familiar with since it's been a Consistent major aspect through the medieval village project. I then looked at the main specifications and requirements put in place for my 3D model, which are a max of 4000 tris for my character and an extra 500 for any props needed. For my texture budget I have a max of 1 1024x1024 for my main body of character and 1 512x512 for additional props and details. For the rigging of the character it is to be rigged with a bi-ped and between 28-60 bones.

The character model is to have a balance I think between realistic and stylized, realistic on the general shape and proportions of the anatomy side and stylized since the textures are going to be hand-painted and not photographs. If I'm honest I kind of wanted it to be completely stylized since I feel that it would have fitted more with the rest of the assets and style guide, however I do understand that basic anatomy fundamentals are important before any stylizing comes into it.

Once I'd updated my self on the brief and the style guide I then began slowly to collect a bunch of images and references to start creating a mood-board to help generate some ideas. I guess even from the beginning I wanted to continue with the same basics and style I had previously completed my village witch house and trees in, such as the round plumpness, slight hints of purples, ect. So by already having a general direction in my mind it did help refine and  make it easier to find suitable reference. I also used myself as a basis for my project and due to my body type I felt that it already fitted in with the direction I wanted to go in. After creating my mood-board and taking pictures of my self I then began using Photoshop to create a photo-bash kit, as an easier quicker and more efficient way of generating ideas.

Once I had about 17 rough designs I began to try and narrow down my reference so that I could make it little clear what direction I wanted to go in and where my designs specifically were referenced to in my mood-boards. I then picked a couple design i felt stood out quickly tried a few minimal differences on them.







Saturday, 10 January 2015

Setting Goals !

Week 15

This week during my critical studies module I had a seminar where I looked at setting goals for myself. At first I found it really hard since the only goal I really had in mind was to just pass my first year, since I'm already repeating the year. but thinking more about it I decided that there were actually a few really important areas I felt I should set as goals and make sure I improve in even more so then I already am. It was things like improving my time scale skills since it's something I'm hugely improving at but still aren't too good at. I also want to set small gradual goals for digital art since I still lack a lot of skills so by doing small projects for myself, I think it will really help me build up on my knowledge and skills which is a huge aspect of the industry. I also wanted to improve my general knowledge and understand of the industry and especially 3D max and engine programmes .

Also this week I started Character modelling boot camp. Which is to help understand how to create the organic forms of a character better to help make in game character assets more believable and realistic. Especially since understanding the realistic forms is really important before stylizing the character and it proportions for example. this week really was just spent creating an extremely low poly body shape a couple time to get to grips wit where to start.

In life drawing I did the usual warm up 1-2 min sketches using the various methods of opposite hand, continuous line and not looking whilst drawing. I then focused on proportions with 5-10 min long sketches and then doing a little rendering.