http://logo-kid.com/female-character-design-sketches.htm
Thursday, 29 January 2015
character research
For this research I wanted to study the various elements of what made up these characters, whether that be the equipment they handle or the type of clothing they wear also how rugged or clean it was, scars and tattoos they have and also how all these elements would come together to show what type of person these characters would be.
Thursday, 22 January 2015
Female anatomy
For this brief I have stated that I will be creating a female character. So for the creation of this character I will have to focus high on the anatomy of her. Ever since I went from my NQ digital art & design following on to my two years HND Computer arts, I have been practicing my anatomy in life drawing classes trying to perfect, (as much as possible) my skills in getting as much detail as possible, to which from my HND course to now, I have been trying to through many 3D applications such as Maya, Zbrush and 3Ds Max. For this female character I will not be going for a look which would involve high muscle tone, as the intent for this female is not to be buff or ripped, rather the intent is to be sort off average tone, to which you could categorize to be around the teen/ young adult age range. Fortunately or unfortunately, depending on which way you look at it, most of the body will be covered with clothes which in turn will probably lessen the work load a little, but will on not show a lot of my anatomy skills, apart from maybe in the developmental stages. My sources for creating this anatomy will be from tutorials on YouTube, digital tutors and any other references I find along the way, ranging from other websites to books in the library.
http://pixshark.com/female-anatomy-for-artists.htm
http://www.dreamstime.com/stock-image-human-anatomy-muscle-system-female-image67471
http://pixshark.com/female-anatomy-for-artists.htm
http://www.dreamstime.com/stock-image-human-anatomy-muscle-system-female-image67471
Sunday, 18 January 2015
Brief
Throughout this project I will
have to create a game character, to which will be fully textured, and will be
able to be implemented into a game engine. After modeled, the character will
have to have a low enough polycount, that it could be imported into a game
engine.
Personal
Reflective Objective:
·
Last semester I felt like the
work that I done in both my sketchbook concepts and the 3D vehicle model were a
bit lacking, in terms of how much detail could have been added. Also to do with
the 3D vehicle model, the geometry could have done with a little more work to
it, making it cleaner. For the polycount, I was able to keep it fairly low when
it came to vehicle design, and now I will have to do the same for the character
design in this new project. I think now that I have moved into an area that I
would more like to specialise in, (character design as I have modelled
characters before), I think that I will be able to go into that detail of the
character to create a more interesting model.
Practical Reflective Objective:
Since I started this course
my goal was to greatly improve my 3D art
skills, to become as good as modellers who work on AAA titles. For this to
happen, I must greatly improve my texturing abilities, as well as be able to
keep my models fairly low-poly, while working cross-platform, from zbrush to
Autodesk Maya for this character. I must
also improve my skills in working on a game engine, so that I will be able to
import characters and objects in with ease.
Learning Objectives: (more detail in the learning contract)
1 - 3D character modelling
pipeline.
2 - Intermediate modelling skills
in Maya.
3 - UV texture mapping for the
human figure.
4 - Creating standard textures
for characters (diffuse, normal, specular, etc)
5- Implementation of character
into a game engine
Deliverables:
(A list of what you will submit)
1 - Project Development Blog:
Evidence of the practical
processes, media experiments and visual research undertaken which reinforce
your project. Your blog should contain a reflective log for each week (approx
10 in total).
2 - Behance WIP Posts
I will have Work In Progress
Posts on my Behance profile which will show updates of my work on a weekly
basis as well as any feedback my peers have left and the responses I have had
to this feedback.
2 - Behance Portfolio
My Behance.net profile will have
a ‘CAP Semester 2’ Project which contains the final imagery/video of the
project.
3 – Art deliverables
Character design sheet, 360 view
turn table of character (textured), low-poly character, unity implementation.
Thursday, 15 January 2015
2nd term
So for this new project, this semester I want to focus more on the character art side of things, particularly on 3D modeled characters, which are fully textured and can be implemented into a game engine.
Last semester I wanted to try something new, which was the high poly vehicle, which required me to create geometry which was highly accurate, because if it was not then the model would be sort of glitchy and which unfortunately didn't turn out so well because of the slightly inaccurate geometry.
Last semester I wanted to try something new, which was the high poly vehicle, which required me to create geometry which was highly accurate, because if it was not then the model would be sort of glitchy and which unfortunately didn't turn out so well because of the slightly inaccurate geometry.
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