Saturday, 22 November 2014

Dichotomous Characters - week 8

A new project was brought upon us this week - we have 3 weeks to create a pair of characters that must oppose/contrast each other but still exist in the same world. It was a pretty open brief as not even any technical specifications were set, so we were given almost free rein with everything. Both characters must be concepted up to the point where both can be modeled (i.e. up to modeling sheets), but only 1 character has to be modeled and textured fully - rigging and animating is also optional with this project. Hopefully, I will have time to make both my characters for this project, but I know I can always just make the second character in my free time later.

The first thing I did with this project was brainstorming (a little bit) and doodles!

I liked the 2 peeps in the bottom right corner, so I just went with them as I didn't have much time to mess around with basic ideas for long.

I big part of this project was to do with shapes - I think so anyway, as we had 2 lectures about it - so these are the shapes I based the little doodle off when I did it.
Using the doodles, I drew the 2 characters up as a base to work from. At this point, the kid on the left was a boy, until my friend said they should be a girl, and I said yeah and made them a girl (but kept the same look, because they'll like 12 so it doesn't matter). 

 Now, it was moodboard time. I wasn't set on an idea exactly, but I thinking mainly either fisherman or lumberjack type characters.



I then moved onto some thumbnail exploration.

Desert fishing? For a while, I toyed with the idea of sand sailors - what if there were fish in the desert that swarm in the sand, wouldn't that be cool?? It would be cool. It would also be over complicated and lead to some poor silhouettes and generally crappy design choices, and would end up being a nightmare to model. I didn't waste time on it.

There was one good thing that came out of the desert fisherman stuff - that sweet belt piece.

Above is some refinement and combination of my "best" thumbs into a final-ish design.

Next, I did some silhouette exploration. I actually liked the base silhouette and didn't end up changing too much, but I did add some spears and a knife.


On Thursday this week, I had to present my work so far to Emma and Mike and some of my class. The feedback was quite positive, but I was told to ditch the stripes and straps, and work on the values again. Emma also suggested I compare the original shape people I did with my current character design to see if they still match up.
 I did a few more silhouettes to see if I could bring out the original shapes more. The main thing I changed was just making the man fatter/rounder.

Characters before and after feedback
When it comes to values, I'm really not that great. I looked up the DOTA 2 character art guide to help me out.

Next, I did some orthographics for both my characters 


Finally, I some colour exploration for my characters. At the moment, I settled on number 11, but that might change.


Segue, segue, segue...

Huevember continues. I've missed quite a few days though, but never mind.







Tuesday, 18 November 2014

Sentry Down - week 7

I finished the sentry project!


 The final part of the project was to do with 'branding'. I had to make a poster to advertise my sentry gun, which I had sort of already done.
I made a moodboard of 50s posters and toy advertisements that I liked to help me design my own.

I did 4 different posters.



The poster above was based on perfume adverts and was made more as a joke than a serious attempt at marketing.

This last poster is probably my favourite. I tried to make it look quite old/ruined, as my sentry was supposed to fit into a 50s dystopia, but I may have made the text too difficult to read.

Generally speaking, I’m happy with how my project turned out. If I were to redo it, there would be a few things I would do differently. To begin with, I think I needed to gather more reference material to use in my bash kit - a lot of my silhouettes used the same pieces again and again, so there wasn’t much variation. I also could have pushed my silhouettes further, but I do like the one I ended up choosing.
More value and colour exploration could have helped my final design move further.
I had no issues with modelling my sentry, but I think I should have spent time developing orthographic views anyway.

I think my sentry met the brief well - it was within budget/restraints of the project, and it also fit quite nicely into the 50s theme I had chosen, though it could have looked more dystopian somehow.

Saturday, 8 November 2014

Building a Sentry - week 6

Sentry Project

After I finished concepting my sentry gun last week, I spent this week modeling and texturing my gun. As my design wasn't that complicated, I actually finished and had it in engine on Tuesday.

This was my sentry modeled to my original concept, but you can see below that I added a few wires and buttons to the body of the gun to make it a little more interesting and to help balance the colour a little better when it came to texturing. The finished thing was 4412 tris.


Colour, roughness, normal, and mentalness maps

Sentry in Engine



I also designed an ammo clip this week, for my sentry to fire. I wanted it to be basically a metal dart.
:)

Orthos
Left: Projectile, Right: Ejected cartridge
Other Stuff

I've been trying to draw a little more this week. I think I need to start experimenting a little more, but for now:


I also started Huevember
Here's day 6 and 7




You can follow me on tumblr or Facebook to keep up to date with my Huevember doodles, if you want!

Monday, 3 November 2014

Sentry, Going Up - week 5

Last week we began the sentry project. This is the most open project we've been given for a while! There are only a few restrictions with the design - it has to have a stand, a turny bit, the main gun, and a barrel, and the finished model has to be under 5000 tris.

To make it easier to come up with a sentry design, we were encouraged to pick a 'theme' to design for by picking a few ideas and rolling dice. The theme I ended up with was a 50s style old dystopian sentry. I was worried my designs might end up a bit cliche, so I made sure to stay far faaar away from existing media...

Moodboards, moodnoards
After making a moodboard, I moved on to making a 'bash kit' - something I had no idea was a thing until now. I took some of the shapes I liked from my moodboard and made them into the silhouettes below, as a way to generate quick turret silhouettes.

the bash kit

Here are first silhouettes I made. In red are the original ones, and then in black are some developed/changed up ones, working from the originals.
I picked out the silhouettes I liked the most, and what other people had said, then I mixed them together a little bit.

As you can see, I chose number 9 from this set as my final sentry silhouette.

Next, I did a few iterations of possible different values for the sentry to finalized some more. I choose the one on the far right. 

After values, I switched to colour. I went back to my moodboard and picked out a bunch of colours, then started applying them to my turret.
Many people said they liked the red or top green one, but I didn't think these were very strong, so I ended up settling on the blue, red and yellow one on the left.

As I had enough time, I decided to come up with a new 50s style Robo-Corp logo. Robo-Corp was a company name I'd used during the transit van project last year.



Finally, made a finished concept for my sentry, which I will use to make the finished model, though I might still go back and change the design a little if necessary.