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Friday, 12 December 2014

sculpting clothing and other sculpts

From experience I can say that clothing can be very difficult to sculpt.
Before I went on to produce the muscular female the figure was supposed to be my first attempt at sculpting clothing.
During summer 2014 I began working on my first clothed figure, I knew it was going to be challenging but i proceeded with hope and determination.


I remade the arms so many times I lost count, it was incredibly frustrating as I did not like any of the ways I changed the arms.



Then I gave up on clothing. (for now)
I proceeded to create muscle on the sculpture rather than clothing.


The figure and muscle textures appear exceptionally superb from this angle, the body language is powerful and incredibly sophisticated, looking at this older version of the sculpture I feel as if I have lost my way, the current version has no where near as much refinement as this picture shows.
My next goal over Christmas should be to try and get back to this standard of work.
Images below show other angles from the older version.
I really wish I could just undo the changes and go back to this stage.





The newest sculpture is this shorter form, the idea came from making the opposite to the muscular female.
meanwhile I have only managed to make smaller adjustments to the archer figure defining some of the muscle.



Sunday, 7 December 2014

Unity winter assesment

Finishing the story board and one sheet I went on to create some of the final details in maya.




Through coding I added a flashlight that can be turned on and off by pressing "F".
The entire scene has been made darker so that the feeling of isolation and unease may be amplified.

Some screenshots of the first person controller walking down the eerie street and activating the trigger boxes.



The following images present:
A collision box triggering sound and animation.

A trigger box with sounds and lights.

A trigger box changing the transform component of the door and handle.

And finally the trigger box and click interaction.


And here are the final variants of the one sheet and storyboard for the level.





Monday, 1 December 2014

perspective




After some wibbly wobbly drawing I set out to draw the landscape and all was going well until I inked it, Its the paper I tell you it  ruined the drawing.





The final outcome was ruined since the paper absorbed the inks far too quickly, it was all quite strange, besides for that the skets seemed to be quite nice with the cracked and decaysed landscape.



Some experimentation and unused things

This first piece was an attempt at recreating a wobbly line style that gave the sketch a sense of decay.

Here are some character development sketches for 'Ambition'


And these show alternative outfit designs

here I was working on creating a crazy/wild/strange eye concepts that would give characters more ferocity.

some attempts at inks






These sketches were alteration to the ar visor on raiden from the metal gear franchise, the point was to make him look more like a crow.






This is the concept behind the muscular female sculpture, the character is the embodiment of ambition and is stuck between being human and a deity like being. 






Sunday, 30 November 2014

Animating In maya


Looking at the way the object bends I can understand how badly this can go if you're not careful.


So here is the fish i made back during the first weeks, its terrible, i don't have the time to remake it and i will probably have trouble making a skeleton for it.

Working alongside the video, its like the other videos, except i can understand this one.


Animating is a lot simpler than I imagined it would be.


I knew it was going to be one of those "it's quiet.... Too quiet" moments, fish are quite tricky to animate even if they are very basic creatures.


I'll see if i can find a safe and free software that lets you record the screen and produce a video.





Tuesday, 25 November 2014

Old Lady Painting


This is my interpretation of the old lady painting, though it is not finished i am able to tell that the solid tones were quite accurate, the form and proportions were drawn to resemble the original.
For someone who never believed he'd do well in painting I'm quite impressed even if it is incredibly basic.

Dwarf and Elf proportional design (in progress)

I begun by creating the dwarf proportions, having never drawn dwarves before I begun from the muscle structure.

The most effective way to create the body was to use examples of human muscle structures and create a morphed version of them.
Completing the body structure I moved to the face.











 I find it that a blue and silver/grey would give the dwarf a look of pride and nobility, emotions that are native to dwarves

Some armour and solid colours to begin the painting.












Testing the shine on the armour.

I had to stop here after the last 3 days my hand hurts and I don't think  can make anything good in this state, The shadows on the silver armour are too dark and stand out too much, they need to be more subtle.