Monday, 30 November 2015

Anthropomorphic Design Task: Exotic Frog

In this project we were told about anthropomorphism, or in simpler terms: animals with human characteristics. We were shown examples such as TMNT and Elephant Men, however examples of this can be found in many character designs, ranging to different demographics too. From this we were instructed to design an exotic frog in this style, first I created a moodboard:


This includes examples of real exotic frogs, and how anthropomorphic frogs are done by others.

https://www.pinterest.com/codyeames/poison-dart-frogs/ (23/11/15)
http://www.treefrogcenter.com/red-eyed-tree-frog.html (23/11/15)
http://www.facts-about.info/poison-dart-frog/ (23/11/15)
https://featuredcreature.com/multitude-of-morphs-harlequin-dart/ (23/11/15)
http://greenestreet.deviantart.com/art/Poinson-Frogs-201047610
http://www.mmorpg.com/gamelist.cfm/game/11/feature/4777/Top-5-Ugly-MMO-Races.html (23/11/15)
http://www.mariowiki.com/frog (23/11/15)
http://www.studentsoftheworld.info/sites/games/37349.php (23/11/15)
http://moonlightlibrarian.blogspot.co.uk/2012_04_01_archive.html (23/11/15)

The pattern of the blue frog on the right made me think of a patter that would appear on a kimono, as the red bit looks a bit like flowers, using this as an idea I made a sketch in Photoshop:

As seen, this frog keeps a lot of it's default traits, however the action of wearing clothes and writing are human traits, meaning that it is still anthropomorphic.

For my next sketch I looked at the frog in the top left, thinking that if stood like a human it would appear overweight, and it's pattern looks like a biker suit, as a result I made this:
I feel this design is not very good, not only does it not look a lot like a frog, but the proportions are also too human.

For my 3rd design I took inspiration from the top-right frog, and decided for this design I'll try a more child-like and stylish approach:
I feel this design came out rather well, it keeps the shape and proportions of a frog, while imitating standing like a human.

Out of these 3 designs, I decided to use the 1st one as my final design as the design feels a lot more creative and unique, and so I went over the lineart again and added colour and some shading:

I feel good with how this turned out, and that the use of the kimono for the patter is quite creative. In regards to my brief I feel I have met the requirements as well.

Bonus:
When I took off the lineart and mde the shadows black this was the result, I quite like how it looks as it gives a flat and painted/inked kind of feel, which is funny considering they are inking onto paper.

Thursday, 26 November 2015

3D Game Environment Intro: Putting the Models Together

Since my last post I have recreated my environment in Maya, using my map as a useful reference, after having built everything I loaded them into Unity 5, where I scaled up, placed and refined the environment. Now I have begun putting in the game objects that the player will be able to interact with as well as having lit the environment:

Outside view
Inside the capsule: The starting location
The platform. Tickets all over the place to pick up
The hall, there are 3 paths, 2 of which are blocked
The tunnel where a ghost is meant to appear, I made them by drawing a 2D image and I put it onto a plane, as it would be easier than modelling one.
At the top of the stairs is a right turn to the exit.
The outside, which is for aesthetics only.

 Ghost when left alone.
 
Ghost when approached.
In the timespan I have left for this project, I may not be able to achieve voice acting for the main character, so I will at least hope to achieve subtitles for this prototype, as well as that I still have to script the doors, tickets, the ghost and the lights. I have also forgotten to implement the "Ring For Help" button, however this was merely intended for adding some extra dialouge, asides this there are going to be a few differences from the storyboard draft.

Monday, 23 November 2015

Armored Vehicle: Using Values and Perspective

For this task we were taught a few basics regarding form and values when lighting objects, such as "Half-way to black", the "1,2,3" on shading a cube and how to cast shadows from both local and natural light. Our task to carry out was to design a tank/armoured vehicle, as these would appear blocky enough to practice values on as well as putting the objects into perspective. First I made a moodboard to gather some research:


http://www.examiner.com/article/wildcat-robot-bizarre-looking-50-mph-robot-eerily-gallops-and-roams-freely (16/11/15)
http://www.rcmania.com/halo-rc-scorpion/ (16/11/15)
http://meckanicalmind.deviantart.com/art/Scout-Tank-243801482 (16/11/15)
http://eat3d.com/forum/work-progress/sci-fi-tank (16/11/15)
http://www.turbosquid.com/3d-model/science-fiction-tank/ (16/11/15)
http://www.beastsofwar.com/sci-fi-wargaming/dropzone-commander-introduces-heavy-hitting-land-forces/ (16/11/15)
http://peterprime.deviantart.com/art/Centurion-Tank-315786755 (16/11/15)
http://talros.deviantart.com/art/Mars-tank-SP-335136527 (16/11/15)
http://www.eurobricks.com/forum/index.php?showtopic=103494 (16/11/15)
http://www.beastsofwar.com/maxmini/maxmini-start-designing-scifi-gothic-tank/ (16/11/15)
http://www.valkyria.wikia.com (16/11/15)
https://www.pinterest.com/pin/398568635749873021/ (16/11/15)
http://digital-art-gallery.com/picture/big/239 (16/11/15)

I then went on to practice the lighting technique roughly, and learned that the sun position should be placed quite high. Then I designed an armoured vehicle based on the robot in the top left, however when I thought about how to put it into perspective I found it difficult, so I went on to design the tank and the hover lorry:


Out of these 2 I picked out the tank as the design would be easier to draw using perspective and show off different values, I then scanned this in and aligned the horizon and vanishing points in Photoshop:



Using Photoshop and Paint Tool SAI I went over the image digitally, and added in the shading by using black on another layer, and halfing the opacity, making it halfway to black. I also put in the shadows as well, however I did improvise for the gun barrel's shadow.

Despite the shadows looking a bit wonky, I feel that the values give the tank a strong sense of form, however I feel that the metalic parts could've been shaded better. In terms of perspective I feel this looks spot on.

Monday, 16 November 2015

Perspective Drawing

One thing that we practiced in Visual Design is perspective, an older task we had to do was to follow a video tutuorial on drawing some environments in 1 point perspective, and also study perspective drawing in our own time:


 This was a result of those tutorials. Our recent task was to mark out a room design that's in 2 point perspective and use it as a base for our own Sci-Fi themed room, which I jumped straight into designing as I had already had plans for a room design outside of this task:

 After marking the walls and floor, I made a floor plan of where things would go, and I built up from it, then I cleaned it and coloured it with a bit of shading. The design I made is of a cubicle room for 2:
In the image there is a bunkbed (with no sheets or matress), 2 stools, a control panel, TV, worksurface with some appliences and 2 doors (one to the bathroom). I feel that although this room appears rather full, It still looks a bit bland, perhaps after all I should've done some additional research to help fill in some extra details next time.

Monday, 9 November 2015

Design Task: Tentacle Creature

Because of how often they are used in fantasy, sci-fi and horror, this weeks task had us study tentacles, and our homework was to design a tentacle creature. The first thing I did was compile some research into a small moodboard, which comprises of real tentacles, how other artists draw them, and how they are used in the video game media:

https://www.flickr.com/photos/microstockinsider/3400697520 (02/11/15)
http://www.arkive.org/humboldt-squid/dosidicus-gigas/image-G131178.html (02/11/15)
http://www.isciencetimes.com/articles/7211/20140515/why-dont-octopus-tentacles-suction-bodies-scientists.htm (02/11/15)
http://morbidmic.deviantart.com/art/Tentacle-Monster-40907312 (05/11/15)
https://www.pinterest.com/pin/228768856043603581/ (05/11/15)
http://steveargyle.deviantart.com/art/Lord-of-the-Kraken-130470607 (05/11/15)
http://nintendoeverything.com/hacked-octoling-data-in-splatoon-resulting-in-crashes/ (05/11/15)
http://www.gamezone.com/news/league-of-legends-vel-koz-the-eye-of-the-void-abilities-revealed (05/11/15)
http://www.writeups.org/fiche.php?id=2710 (05/11/15)

From this I did some practice in my sketchbook, first I practised with the tentacle shape (top-left), and I think they look authentic and successful, then I drew a Zombie Diver (bottom-right) from an idea I had based on one of the research images. I then drew a Sea Warlock design, using tentacles as not only their legs but also their "hair", I like how this design looks in terms of how much more dynamic it looks, so I'll be digitalising that. lastly I did 2 more practise tentacles (bottom-right), one with fangs and another with colour, the coloured one doesn't seem to have a good colour scheme but then again I was experimenting:


Here is the final concept image:


Because I did not have a lot of time to work on this, I didn't get the chance to practice digital painting, and as a result I resorted to a quick form of shading.

Saturday, 7 November 2015

Life Drawing Task 5

In this session, we had another male model, and as usual we did some practise drawings:


it appears that as well as my speed increasing, my form, shape and proportions are also becoming a bit more refined by doing drawings in such short time spans. Just like the last session, we had to draw the model moving around the room:


I feel that this time I managed to capture the flow of the model's body a lot faster, however they were moving quite fast so that resulted in these being a little rushed as well. Next we  had to cover the whole paper with charcoal, and then erase away the black in order to achieve a sort of negative, as well as help us in identifying the where the light hits.
My favourite of these 2 is the left one, as I like the shading and form a lot better, although the right one does have a nice bit of detail on the face. Lastly we used different mediums again:

Unfortunately the top one ran out of room and resulted in me accidentally drawing the legs too small, whereas the last one had spot on proportions, and appears to have a better silhouette.