Friday, 27 March 2015

Frog Task









 










This is was the my first draft piece of the frog work I done initially I started of with the outline then gradually worked on the darker effect going over it again. After that I moved onto deciding a appropriate colour scheme. This helped me decide what colours I was going to use for each part on the body. The frog was quite an animated friendly piece that was bright and colourful with a bit of dark toning from the burn tool. My actual finishied piece couldn't be added due to problems on the uca computer I am really frustrated how something so simple went wrong quickly I don't plan on using the computer on campus for uploading. So unfortunately I could not add every screenshot of my piece, it would only allow one and no more.

Life Drawing and Other drawings including steampunk Gun















Some earlier drawings of alien head designs i did to help me gather some ideas for my monster head but then gradually drew more for ideas in the future when designing specific monster or creatures with aline like features.


This is my steampunk gun design i drew from scratch, didnt want to put it in to photoshop as the way i drew it, i personally thought it looked fine in pencil and would be a good add to my collection of drawings. The certain parts of detail in the steam punk gun would of been very long and complicated to paint inbetween the thin lines so i left it at this stage.



Here was one of my very earlier drawings i did in 1st year but never got the chance to upload it as i only just found it recently.


This was my concept drawings i did for a sci fi robot concept helping me with my ideas and development for further ideas during the course.














Unity Game Plus Maya Model


1) The first image indicates when someone is about to or wants to interact with the game, the option to play you simply just press the play button and your game will begin. 2) The next image is the game play in motion the enemies have not started spawning just yet but they are soon to come and attack! soon after you can start shooting. The health bar is just above letting you know how long you can survive for. 3) This image demonstrates the enemy traps that are spawned as you rotate around the game in the 3D arena. You can see that the points have been scored once you have defeated enemies it gradually increas, also notice the green box symbolising the health bar. 4) Here is where it gets more difficult as a lot of enemies have spawned and circling around the map to stop the single player from surviving at any cause. 5) In this stage I have just literally caught it in time to demonstrate what happens once you are hit more than once preferably twice which kills you. The aim is to dodge and stay away as you can die quickly, leading me to my next one which is the end game 6) The end game is the final one and it shows whether you want to quit or play again







This was the texture i used in UV Mapping for the pyramid essentially there were a few slight errors such as the black parts showing through the pyramid but it still looked fine in the gameplay. However we both then decided that maybe a smaller resolution jpg would fit even better of bricks just by changing the the size and editing on photoshop to put back onto maya. The pyramid is a big part of the game as it is shown right in the middle although at some points it never showed correctly on unity, so when it was opened in unity the material nor the colour would show. So then i decided to make one fresh on unity which il put on the blog asap. The pyramid was done from scratch but inspired but some of a few pyramids on the on the google search engine that helped me find that particular look i have achieved now.
When i was modelling the pyramid in unity. It was fairly straight forward but to get the dark lines in the central of every face i felt that deleting and filling the holes would work out, so i did so after adding more sub division and using the extrude tool to bring them in.








This is the screenshot of the official game here you can see the enemies in action as well as the traps set around the pyramid. Also you can see how much points the single player can aquire aswell as when the health dramatically drops once encountered by enemies during game play. Health boosts are available on the game which is seen as the green box below. The enemy traps i designed is yet to quickly be imported into the game before submission. The gameplay functions well and the enemies spawn all over the place, you must constantly watch over your health as you can die quite quickly, making it more fun and harder to compete with. The pyramid also has textures which i initially have done, although i did have some trouble with the uv mapping at one point. The pyramid will also have a beam indicating the singe players territory to protect.




When producing a game it is always important to have a one sheet especially to explain exactly what its about what it contains and what the theme is. Essentially we was told to add this to our game demonstrating how it functions. As you can see bellow it shows the main interactions and players. I.e the health boost, speed boos, and protective shield. However we didnt get to finish the scripting just yet for the protective shield and hope to continue it as soon as possible. This helps also avoid the mass enemies attack once they continue spawning. The enemy origianl design was a basic ship idea we came up with during a concept art briefing. Same for the single player spaceship. We wanted it to look and seem more interesting. The name is the Battle of defendorr simply due to the single player proctecting the pyramid base in the area from the enemies that try to conquer and take over the base  with an army of enemy ships. Including the enemy traps that are set which are constantly left around the game, during gameplay. The enemy traps were included at a later stage during the process.



These sketches here were my concept art for the ideas and analysis of how our game would look like and what the single player fundamental features would have. Our game is basically a 3D  space shooter game that has a desert ground with a sky background and saturn like rings surrounding the 3D map for the enemies to collide with the single player spaceship. Its a action shooting type of concept that interacts with the enemies as they spawn continuously around the map in different areas. The map also includes such themes such as health boost, score board and menu to start and exit the game. We thought of deciding for the spaceship to be chased around in the scene in a tight space giving it a tougher challenge for the player in gameplay. The enemies sometimes may get closer than you think but the health boost is always available when convenient.
The spaecship ideas bellow demonstrate the perfect shape for what we wanted to come up with for our 3D game. But through out the process we made necessary changes to the models and the map making it a lot more interesting. The fire weapons allow the single player to charge and attack the enemies at far or close range.










Using the perspective viewpoints it helped me understand what parts of the ship needed editing and extruding aswell. The main reason for the two wing design was to glide across the 3d map around the ring. It also had the pipes at the back fro greater speed when picked up on the map during gameplay. The design was fairly straight forward and used to help give us a idea of what we was looking for and what essentiall we would end up with.
The shape of it was also reaosnable because in the 3d gameplay it wouldnt exactly be seen too much and the detail would not be as visible. Mainly only the shape, wings and cannon. When i was designing the wings i was trying to go for the right shape and width so it looks smooth when it glides around the axis left adn right as the single player controller can also rotate around. Not just in a straight line.







This was the prototype ship i designed earlier in the submission process for the game after coming up with different concept art ideas here i started designing the plane from scratch and extruded from a box on the perspective viewpoint. Using bird stream line shape for the front, as initially we discussed including that to make it more interesting with our game. Making it more unique and not the average plane. Then after designing it i developed the cannon sides parts where it shoots the missiles out, this is too attack enemies at base during encounters on the Battle of Defendorr game. The concept gradually changed but this is what i came up with in the end.

..... Continuing off with Maya Work And Models


Here i reached near the end but unfortunately i wasnt able to tackle the UV mapping well and took a lot of time for me to sort it out before moving on to the next one. I reached just finishing modelling the body but adjustments still need to made eventually soon. I plan on reshaping the head more and adding the textures, such a shame i didnt get the hang of UV Mapping considering whe i opened it in texture editor and click on the material symbol it would not add. So i stopped here and concluded it as my last drafting stage for this process.
Later for this piece once i have gotten the understanding of texturing i will come back to it and upload as soon as possible, overall i found it a great task to do and it was quite enjoyable. Its even a better experience once you have actually got through a process without much errors appearing nor any setbacks along the way. I plan on using this experience and practising more and more with modelling different task and using tutorials for guidelines and more technique in my modelling.








This is where my most tricky part came i then had taken care of the rest of the body shape, however the modelling of the head was fairly difficult. Not only do it take quite a while but the proportion and intensity of trying to get the most accurate smooth shape, was a must but a big challenge. I spent a while on doing this after i had just finished on a touch up with the feet and legs. Below it shows where i have modelled and edited the legs on the character in line with the reference image. Like ive said, without using the perspective viewpoints loaded on the 4 corners on the screen. This task would of been more than a nightmare. Eventually i got through it but the head was not complex as there were so many vertex points to carefully align and drag into the necessary place, while perceiving the model in a different perspective.

My troubles began once i had just finished extruding the neck, i had to get that particular curve. The head has on the image. The proportion was not entirely equal but it was a good learning curve despite the erros made along the way. After doing the arms i knew i couldnt forget about doing the hands as these were also essential. but i chose to model each body part separate. To make things less stressful for me








Once i finished modelling the basic parts of the body i needed to make sure that not only were they online with the image on the reference plane but they were also, symmetrical. Accuracy was important as it demonstrates how the rest of the piece will come out like. When design the body, i was mainly working making it fit together, The body at first looked too much like a box that had just been curved in so i began working on the vertex selection once again to improve the design. Soon after i also went on to the arms, which was actually fairly alright but had some errors along the way

While i was modelling, occasionally i realised that the vertex selections points on the arms at the top werent going to plan. Some were down inside the shape which i kept having to bring them back out and some were not moved as i thought it was high lighted. Once again this was due to neglecting the perspective viewpoint. To observe the piece in all angles possible. The top and side viewpoints showed me whether it was in line with the side reference image as well as the front reference image.   




The next assignment was to create a character from scratch using the Reference images to put on the plane. Thee images were very essential and beneficial in my case, as it was quite a complex task to do. The piece began with a the two images on the two separate planes, each on different angles. Once i applied the images i then began modelling from chest,torse upwards, i slowly started to work on the belly and gradually get that shape i was looking for. Once i sorted the the main body as in the chest and belly it was then easier to work on the the legs. I wanted to approach this with doing each one seperately. As it would make much easier and less trouble.
Extruding the body parts from one shape would of been fairly risky, and there wouldnt be any time to go back and undo errors once i get further and further in the process.

More Maya Work Including the Game props and Models





What i did find a bit of trouble was getting that correct shape of the legs for the t rex, maybe perhaps smoothing the shape would of helped but initially i wasnt too sure. I continued using the move tool while highlighting the vertex on the shape to edit the side and edges of the legs to make it a bit more thinner. The foot particularly was fairly bit tricky as i stumbled on a weird shape i created at first so i continued editing. The front of the foot was quite distorted and too sharp so i concluded it would need a bit of editing to with the vertex selection to even it out.



Finally once i finished extruding the legs and arms i used the vertex selection to help me identify which parts on the leg and arms that needed to be dragged in to get the familiar shape as shown on the plane. Using the perspective viewpoint i realised when ever i made a mistake with which vertex selection i used instantly. The vertex selection helped me shape the arms and legs as i was modelling and the face selection helps with me extruding the body parts out wards

One thing id say that perhaps did not go too smoothly as such is not being able to see exactly where each vertex selection is placed, for instance at some times id assume theyre both in line but the point i essentially clicked on was not near the side of the leg i was trying to shape. So to improve this i had to drag and constantly check in different perspectives.



Extruding the box faces to edit the tail and get the shape correct the next thing to do was to also make sure both sides were the same. Already it edits both but when i was modelling i often found myself in situations where i had to completely take a few steps back since it was not equal on both sides of the Trex model. The reference image beside it really helped demonstrate the smooth and slim shape of the arms and legs so soon after i began to model that part of the body for this process.

Some things that i found a bit of a bad habbit was initially not using all the perspective viewpoints to the best ability, because it also indicates when your geometrical shape is or is not accurate. Considering they have to be in line with the reference image. Soon after getting past the little silly mistakes i was making i moved forward. I tend see my work as a continuation of learning improvement as i progress





This was the t-rex model we was assigned to do in Maya 3D. The Trex model was initiated by a plane for support to attach the reference image behind while modelling. This process was very effective as it really helped you see where and when you went wrong. Couple times i realised without paying attention to the different perspective viewpoints you can easily make a costly mistake that affects the geometry of the whole entire model. It is also useful from time to time checking the different viewpoints. Here i started off with just the plane and began modelling from the box



Wednesday, 25 March 2015

Lizard/Eagle Humanoid Design (With insectoid features)




For the final Part of my design i began on adding more features and details of the design. Such as the eagle claws, lizard feet, eagle chest. I personally thought the combination of the two was very effective and fun to design. The image of the lizard and eagle combination was effective and helped me create a very interesting piece. The use of different greens also helped bring out other features on the body such as the shoulder blade area and belly. So i began adding more shades to it and using the burn tool to darken the areas on the body that such as the armpits,  legs and neck. Those parts were important because normally in pieces its important to bring out every part of the body that has a lot of shade, tone, and light areas

What i occasionally found a bit of a problem was not trying to use the green on the outline making it stand out too much to the point where it takes away the light effect on the rest of the body. I was not trying to let the outline over run the rest of the piece considering the inside bit was more important. Because if the outline takes over took much it looks less effective on the inside features of the body.








After i gather the ideas and created one piece i moved on to the lining detail as well as the detail on the spear on the back of the character i designed to apply he's fierce and dominating stance. What i knew i was going to do was add the basic colours of a lizard and and an eagle. First i began to add the first layers of the colours of green dark green and dark yellow.
Then after i knew that it would look to basic just having the colours but not merging or adding shading and toning. So used different shades of green and yellow. Also including the burn tool and dodge tool.





When i was creating my humanoid i was thinking exactly what would i want the piece too look like do i want my design include two different animal/creature features. As this task was initially to design an insectoid. I didnt particularly like the insect features or the body shapes, but yet i was fascinated by the lizard body sizes and human like features that could be incorporated into sketches as well as eagles stream like body shapes and beaks. Too merge the both together would exactly be what i was looking for so i began to sketch and develop the idea.

Lava Monster Piece




Here was my final piece. Using textures well and effectively actually helps the sketch i was doing whcih improved my piece's final effect, it gradually got to the stage where i had to burn the brush lines to take away the idea of it looking like a drawing and more like a painting. That technique is harder than i assumed but gradually getting there as i work more and more on photoshop. Once i finished the sketching and adding the detail it was mainly now just making it stand out more, Adding the burn tool when needed, the dodge tool when needed as well as the clash of different shades to red and black to blend in with the image. Overall i enjoyed designing the piece and learning new ways to make my skills more effective.

What i found a bit of an issue of recent when doing some photoshop work is mainly just getting that great painting look from using the brush and pencil tool on photoshop. As i would of preferred the piece to look like it was not even done on photoshop for instance. Although that takes time of practise and experimenting, hopefully and eventually my creative side and technique exceeds my standard improving in to excellent designs.







After i then finished designing the basic outline and detail to help me finish off with the painting and texturing i then went over the lining with brush tool and the burn tool. Once i added the texture i then put it behind the layer of drawing and merged it together. As when  first used the texture it was not exactly looking realistic or very effective so i had to bring out the lines defining the body parts to sync it all together. Soon after i used the burn tool more to create a better effect with the texture using it to a better advantage. Then i realised using the burn tool a bit too much would darken parts of the piece. So to even things out i analysed that using the dodge tool would help retrieve the look i was going for. So i was then on to the next stage of the process.

After all it was a fairly self explanatory piece that i didnt get any errors or struggle too much with. However i realised while i was designing the piece that the lines were different shades of the texture so more or less it wasnt looking as effective as it should of as in it didnt really give that effect like it was a very realistic painting. However practise will increase my skills on making my pieces more effective.




    


For this assignment we was told to create a lava monster piece using our own imagination, this included using a lava type material/texture, to start of my piece first i needed to begin the deisgn of the monster, size and look. First i decided to begin with drawing the outline and getting a rough sketch that would help me get started. Soon after i then began to add the details of the features in the image. I didnt want to add the texture just yet as it would not show the detail to a an extent and take away the fundamental look of the piece I am initially trying to create.


Monday, 23 March 2015

My 2nd Perspective Piece


Finally i concluded my piece with this last draft, demonstrating the lines from a 2 point perspective. Each line is accurately aligned to show how and where the tank can be perceived from different angles. The tanks also perspective points also helped support me analyse how to complete the tank sketch in the right position. I got the details from looking at multiple images on line to help understand the fundamental features of a tank. 

What i found a struggle was repeatedly retrying the sketch accurately so the lines aligned properly to show the perspective from two points. At first i was thinking how to position the tanks in a way that the lines would be to far apart or crossing over in a ridiculous way. It helped me understand how to sketch a vehicle, person, room or anything in particular from a certain complicated angle using the perspective method. After the trial errors i finally got through the delays.


Continuing on from the first tank i then began to sketch my second one and both with detail nearly enough sharing the same viewpoint, from the side angle. the line above is the vanishing line where the points start from. I have not yet got to this bit but i then planned on lining up from where the vanishing point starts and the perspective line indicating where the tank would be perceived from, helping me also to decide how to draw the tank as well.

   What i found a bit of a struggle was getting the lining of the tank properly sketched out so everything was straight and symmetrical. The perspective line also helped me distinguish where the view point of each tank looks from the vanishing point. What also a tricky situation was before using the lines to help me line up the sketch accurately as both tanks are slightly aligned in different positions.
   



This was my first perspective piece i was assigned to do for a armoured car concept from a 1/2 point perspective. Initially when i started i was not sure whether i would experiment with one tank, two or possibly three. Here i began drawing a tank from a side view perspective with a 2 point perspective viewpoint. This was one of two and the layers demonstrate that i did some for the drawing and some for the lines showing the perspective viewpoint.