Friday 21 May 2010

Evaluation

In this term, I have been looking and improving on my past work and creating new artwork. For the assessment, I have created an interactive portfolio in flash, a pdf print portfolio, a show reel of my 3D work and supporting documents.

I am pleased with my work this term because I feel that my artistic skills have grown. In 3D, I made a new environment, two new characters and, in my opinion, improved on the character and environment from last term.
I feel that my 3D modelling skills have improved, and I feel more confident with making more complex shapes and characters. However, one of my goals for next year is to create interesting hairstyles, as I struggled with creating complex hair for my “Lady Danger” character. I also feel that my topology has improved since last term. In order to improve my topology, I looked at a few models from professional artists, on websites like pig-brain.com.

Furthermore, I feel more confident with using Maya after this term, as I got to experiment with many of its features. For example, as I was working with a bigger environment, I had to carefully consider the lighting. Therefore, I had to learn about the different kinds of lighting in Maya and choosing/placing them was an iterative process.

Another part of Maya that I began to look at was controlling the camera for my show reel. I plotted out some basic and very rough storyboards to help the process. I quite enjoyed thinking about the different shots and moving the camera around the stage. It makes me excited for the kinds of art I can create next year.
I also learned more about texturing. Last term, my character model had a contour line with flat, painted textures. However, in this term, I changed all of my textures to have a paper-like quality to them. Then, I created a ramp shader (this can sometimes be known as cel shading) and over layed it onto my painted texture. This was done by using a “layered texture” in the hyper shade. I was very pleased with how the textures in my models turned out. At the start of the year, I really wanted my models to have an artistic feel to term, as realism in games don’t interest me too much. I wanted my characters and environments to look like paintings by artists such as Kevin Dart and Ashley Wood. I feel like I have achieved my goal. However, I would like my 3D models next year to be even more artistic and experimental.

Looking at my learning agreement, I wrote that I would like to focus more on my “Lady Danger” character model more than my “Nocturnelle” model. However, I seemed to work on both models equally, but I did not render them. I chose not to render them because I wanted more time to focus on my interactive portfolio. Also, I explained that I wanted to do some 2D work. I originally wanted this to be concept art of my characters, but I decided to do 2D work in the form of paintings in one of my environments. I wanted to do this so I could explore some different styles.

I produced some extra final work that I did not originally plan to do, but felt it was necessary to strengthen this unit. Firstly, I created a show reel displaying my 3D work. In my final year, it is an assessment requirement to create show reels for the end of year exhibition. Therefore, I thought it would be necessary to learn the programme used to make them (Adobe After Effects). I wanted to keep my show reel separate from my interactive portfolio, as it is only a video version of my work and including it in the portfolio would be unnecessary. I used storyboards to help plan the show reel.

I also made a print portfolio. I thought this would be a good idea to prepare this, in order to have a portfolio that can be printed, shown at interviews, to employers, printed into a book etc. To replace the videos in this portfolio, I added different view point images of each of the 3D models.

I believe my critical studies work has also aided my studio practise. Our task was to create and essay poster and do a presentation while working in groups. I chose the topic of “The Videogame Industry & Women: How are women portrayed in digital games?” One of my conclusions was that it is vital for the games industry to start including a variety of different female characters in games. Therefore, for my game concept, I tried to make my three female characters that I modelled all look very different, yet still fit with my game’s aesthetics.
Overall, I am pleased with my work, and I feel that I am learning new skills and becoming increasingly confident with different types of software.

Next year, I wish to evolve further as a game artist by making 3D models of characters and animating them. I feel that this is the next logical step for me and I have always had an interest in animation. While making my videos and show reel, I really enjoyed thinking about camera shots and movements I used when filming my environments. I also feel that I benefited from my quick experimentation with Zbrush, so I would like to become comfortable with this software, and use it to my advantage.

Thursday 20 May 2010

Print Portfolio


As well as an interactive, digital portfolio, I decided to make a print portfolio too. This is because I thought it would be important to have a portfolio that can be printed, shown at interviews, to employers, printed into a book etc. I used Adobe InDesign to create this portfolio, a programme I often use to create my documents for hand-in.

Interactive Portfolio


I spent a lot of time creating a flash portfolio that looks personal and easy to navigate. I used the website http://www.republicofcode.com/ to help with the action script. I chose four pieces of 2D work and eight videos. The videos load when they are clicked and the images show in the display when the mouse is over it. If the viewer clicks the thumbnails, larger images will appear in an internet browser. I spent a lot of time on this portfolio and I am very pleased with the results.

I really enjoy using flash and would like to build a flash website in my final year to showcase my work.

Sunday 16 May 2010

Storyboards





Here are a few of the storyboards I have made to help with planning my showreel.

Sunday 9 May 2010

Rigging & Renders


I have decided to not rig my two newer models, because I don't think it would have been productive at this point, as I have alredy shown I am capable of doing a working rig with my other character. I felt that it would be more productive to work on my portfolio rather than making new riggs. I also realised that they are not needed for my portfolio work.


Here are some new renders of my Vegas Volt character with the new textures and ramp shading. Some of these will be used in my portfolio work. In these new renders, I have also experimented with different lighting conditions.



Tuesday 4 May 2010

Re-textured Dancer


Burlesque Dancer 3D Model from Sophia George on Vimeo.



I have also re-textured Vegas Volt, the burlesque dancer from fga5, to match the visual style of my other two newer characters.

Museum







Here are screen renders of the museum model that I have textured and cel shaded. Since the museum had a roof, it was very difficult to light, but I am pleased with how it has turned out.

These images remind me of Kevin Dart's artwork, who I looked at in the first term. I really wanted to achieve this kind of artistic style in my work, so I am very pleased with the results.


Friday 23 April 2010

Texturing

I then textured my character, and applied ramp shader and contour shader to match my the Lady Danger Model.

Nocturnelle 3D Model from Sophia George on Vimeo.



I am very pleased with this model. I particually like how her clothes turned out. My next jobs are to texture my museum environment and develop and design my digital portfolio.

Saturday 17 April 2010

Texturing Nocturnelle


After creating UV maps for this character, I started work on the textures.


Like the textures for Lady Danger, I have made textures that are only block colour, with a texture over the top, which I made by using lots of different photoshop brushes and effects. This was done to make a kind of painted effect.

Wednesday 14 April 2010

Modelling







I then spent time finishing my model. I particularly liked how the shoes turned out.

The most difficult part of this was making the ears and also the bottom of her blazer. I had to do a lot of trial and error when it came to this part of the modelling, but it seems to have turned out well.

Next I will have to do the UV maps for this model and then texture it.

Saturday 10 April 2010

Modelling Nocturnelle



When starting work on the top half of Nocturnelle, I realised I may cause myself problems in future, as her large shoulder pads will be difficult to rig. It seems that I will have to keep her poses minimal if I want to keep this design.

On the back of the character, I slightly changed the design so there is a slit in her top. I done this because I was worried her design was going to be too boring. An edgy taste in fashion is a big part of Nocturnelle's character, so I thought this was appropriate.

Friday 9 April 2010

Nocturnelle

My next task is to model Nocturnelle. However, my current design seems to be too complicated to model because of her feathery scarf. Therefore, I thought it would be best to alter her design slighlty.I then started work on my model straight away.


I like what I have modelled so far, as I think the face seems to hold a lot of character.

Wednesday 7 April 2010

Environment UVs


The next stage was to do the UVs for the museum. The most difficult part of this process was doing the UVs for the crown, because of its complexity. Now the environment is ready to texture in Maya, but I will have to wait until I get back to uni to do this, as I dont have Maya at home.

Overall, I found that modelling an environment is much easier than modelling a character. This is because when modelling an environment, I do not have to worry too much about edgeflow, as the model will not be required to move. So far, I am pleased with my environment and it has materialised better than I thought it would.

Tuesday 6 April 2010

Modelling Objects for the Museum






I then made some artefacts to put into the museum, including a giant diamond, jewels, a crown and a sceptre, which were all placed in containers that I will have to make transparent in Maya.

Sunday 4 April 2010

Futher Museum modelling



I then added some objects to my environment, including paintings, stairs and a display for the giant diamond.

Thursday 1 April 2010

Museum Modelling


I have started to model my museum, using my floor plan that I have drawn earlier. I used my model of Lady Danger to achieve the right scale.

Tuesday 30 March 2010

Museum floor plan


Next I will start work on my Museum level. This will be a small 3D environment where I could maybe put my characters, but the primary reason for doing this is modelling practise. Every time I model something, I always learn something new. Hopefully modelling this environment will be no exception.

I have drawn a floor plan of how I want my environment to look. It was inspired by an image by an artist called Benjamin Pongy:


I would like my jewel museum to look very modern, but at the same time, quite feminine and stylish to match the aesthetics of my game. The enivronment will contain a huge diamond that will be in a glass container will ropes around it, various paintings which I will make in PhotoShop and a crown, smaller jewels and a sceptre which will be inside another glass case. I am interested in doing a concept drawing of this environment for my portfolio.