Today’s blog is introducing us into the world of both art & 3D modeling/design…
Google sketch up is a 3D modeling software that can be used like any other similar acting software yet is holds specific characteristics which make it more artistically related. Firstly, I imported a Mansion model of which I could place into a 3D environment and render out different angles with real-time views.
After placing my camera where I wanted it to be, I then changed the style (Filter) of my camera from a simple mesh like look to maybe a pencil sketch filter, shadow added filter
… let me show you.
Besides the pretty filters, Google Sketch-up can be a very important tool for digital concepts. If I was to export this and move it over to Photoshop, I would then apply another layer and draw over the image making it easier to create scenes in addition to this there would be no need to re-create an entirely new scene as I can render a new perspective from within Google Sketch-up.
I have placed some current sketches below to show how easy it can be to sketch up an entire scene…
Rule of thirds
Now the reason I have placed a rule of three in the composition is because I am currently learning about how to create the way a story is told from within an image. How to make the audiences eyes move to where you want them to move, for example…
In this example, I’m trying to show how the photos composition in the rule of thirds view explains how the eye can be lead from one point of interest to the other. The helicopter on the left is swooping throughout the image with vibrant colours the eyes should follow the direction towards the next point of interest which would obviously be the ship.
Establishing a shot such as this landscape concept drawing of the wild western landscape where a horse drawn carriage is moving towards a mysterious building…
This drawing is fully representational of the western landscape, and is a simple introduction into where the story is and what time this story is taking place.
This image of the first season of the HBO series ‘West world’ is introduced with the old western town that strongly influences the viewer to know where the story is at what time. Atmospherics and capacity of the scene is ballaced but also a force on the viewers eyes.
The bottom of the shot shows two characters on the bottom right corner, but the camera slightly pans upwards towards the background being the establishing shot.
Further venturing through the paths of game design and coding my way through the basics of my top down stealth game.
I start by creating my assets first, such as a protagonist ‘main character’, walls, enemy, a backdrop for my game, all I need now is a goal and I can reach further development. I create my assets all on Adobe Photoshop. By using the brush tool and tampering with the brush settings, I can give out better fake lights on the assets giving out a 3 Dimensional look without altering the lighting of the scene nor the renderer.
Beginning my development on Unity, I made the mistake by selecting the game to be a 3D game, I had to therefore change the camera to ‘orthographic’ so of can therefore render the sprite images all together.
To conclude this blog I have also considered having a feature where the player must collect a specific object to therefore pass except the first stage which the player should be able to get to grips with the controls and the environment around him/her.
This piece of code is for a projectiles script which in simpler terms means ‘When shooting each bullet has two seconds until it is dead’, sounds odd… Bullets don’t die, but it does cease to exist after leaving the screen from source within two seconds.
This blog is to show my current work for the robot design which has also introduced me into more features embedded into Photoshop. I started with looking at specific robot sketches on pinterest and taken interest with the design of which I can bring into my own sketches.
I first started with the basic measurement sketches where I can start looking at how big each, portion of the robot will be throughout the drawing. This can massively help me to plan forward and prevent hitting a brick wall during the main outline of the character.
The main outline of the character was filled around the measurement sketches so I can therefore make sure that I can plan out what can be added. This can also give me a guide to what I can exaggerate and keep real to an extent. As you can see the shoulders are really exaggerated in comparison to the feet which looks more relatable to the characters primary mass.
Measuring + Outline
I then move on to colouring, I start with the primary colour of the robot covering the entire drawing. By doing this, I can overlay this colour and not needing to worry about asking mistakes to the base colour of the robot, to make sure I have no mistakes and I can go back to where I have come from. I make external assets such as eyes on different layers and the shading on another additional layer.
Finally finished the city scape art piece which I had to complete and this is the final version.
My final changes such as adding more depth into the clouds and randomized windows had been recommended by my tutor so I went out and done exactly that alongside other additional re-adjustments. Firstly I added many more adjustment layers to make some extra effects especially one with came across as a surprise to me as I applied the adjustment layer with the mask over the top of a specific layer.
This small screenshot I took is a representation of what had been done to the adjustment layers to create this surprising new effect making the lighting of my City scape a lot more cartoon like, now… as you can see, both of the layer masks have been edited with the black brush tool to act as an eraser to wipe away the effect in a specified position. This has been used to create the semi-transparent smoke effect about the city.
The image on the right shows an outline effect which can be seen in video games such as Crackdown where the outline cartoon effects is shown which may infer that Realtime Worlds wanted this effects to make character and buildings easier to see.
Overall, I am really proud of this project as I can advance on my Photoshop skills to further become better at concept art in many other art styles.
Todays blog will be a mix between 3D in Maya with art in Photoshop. Firstly we were made to create a scene like a reference we were given on a YouTube video ‘Atomic Puppets’.
The Images below are both made to resemble a burning city in an apocalyptic world, but unlike real cities. This one had to look cartoonish and wacky. So we therefore made a city scape in Autodesk Maya, mostly had to copy and past most of the buildings to create more of an effect in the final version of the render.
The wacky bend effect which you can see on the top of the buildings, are created by using the lattice effect which surrounds the object in a net which you can modify and create that bend shape an example which is shown below. Now I got told to do this at the very end of the modelling process as the effect would be greater with all assets present for the effect to be at its greatest I find it funny because the bend effect reminds me that of the houses of whoville out of ‘The Grinch who stole Christmas’.
I will be continuing with this art project as time goes on alongside other upcoming projects such as the Christmas game I am to make with a group of 9 and I will also be blogging about during the course of development.
Moving on to 3D modelling, a very familiar aspect of my work which is currently revolving around creating a spaceship. And a way better one that we initially built for our final 3D assignment in Level 2, I started with a basic Cube polygon; extruded & elongated to expand upon on either face to therefore create the basic shape of the ship. I then proceeded to extrude further and later on create the more detailed shape of the ship. To do this I use the Tri/Quadrangulate tool to therefore add a smoother edge to the wings.
Now obviously all of this sounds complicated to the untrained eye, alternatively most would this this sounded fairly easy to carry out… it wasn’t. I had problems with rendering and still as I write this blog I have a problem with texturing the hull of the ship due to the ‘Back-face culling accidentally being on during the poly face selection process. Silly mistake which can be learned over time.
Now I am overseeing the final developments by tracking different renders which I have analysed to get the most realistic yet vibrant image to suit my models background. Initially, I had problems with rendering because of the ‘Mental Ray’ package becoming lost therefore I couldn’t see the full potential of anti-alising and the glow effects from the ships engines. Finally, I can say that there is much more to be added such as either weaponry and maybe something which could make this project stick out from the rest.
Friday 30th September
Back to class with Matt working on Maya and those little features which I longed to find out how to work have finally appeared. Features such as mirroring, Mirror Shading which I mostly used as a re-correction to any faulty texturing on the cockpit, engines and other assets which I have created.
Furthermore, I have also discovered that the quad/Triangulation should not be used unless absolutely necessary. That is because I would give myself a bigger job of actually texturing it and more harder to fix if a polygon is out of place. Now I have tried a taught method which involves selecting separate faces then reduce the poly count by simply going (Ctrl + Delete). This is the best way of going about cleaning up models as you can see by these wireframes below.
Now I will agree that the wings still need some massive re-adjustments but besides that. I think with the new tool that I have, My models will look a lot cleaner and better both aesthetically and performance based.