Other table with chairs.
The furniture in theses images was made with simple cubes and extrusions the back rest was made by bridging the gaps.
bridging the gaps.
This table is made from combined cubes, the table top has been beveled to make it look authentic.
presentation of bevel on tabletop
Tuesday, 28 October 2014
Monday, 27 October 2014
personal works (in progress)
Some of the muscle structure may seem inaccurate that is because it follows the ideals of one of my previous projects.
Although these have a form they aren't even half finished.
And remember, images and photographs of sculpture will always be terrible compared to seeing it with your own eyes.
have some hand comparison.
The idea behind this figure is to produce the body language and appearance of a strong character while maintaining aspects of femininity,
This one is a recreation of a previous ceramic clay figure, the archer is simply the display of human muscle before an arrow is shot.
caterpillar
Initially I hated working on this since the thought of making something acceptable felt like an illusion, in the end this piece contains a few different styles, shiny, bold and semi-matte, and it looks quite nice for a beginner like me.
The shiny spots make the body appear armored and strong putting strength behind the character, while the eye shine and squishy looking head still let it relate to the form of a squishy caterpillar making it look alien and threatening through the fear of the unknown.
Friday, 17 October 2014
Futuristic gun task
The aim is to create a projectile firing gun, my favourite gun type being sniper rifles i went on to brainstorm, after some research into the form of sniper rifles and the way artists interprit them i dug up an old love, the russian anti tank rifle 'PTRD-41', packing immense power and a fantastic form i went on to create some concepts.
I wanted the sniper rifle to have a lot of functionality, a normal stand, an optional scope; the rifle would feature iron sights and a camera and visor for the scope.
a third leg is featured if the user is having difficulty finding a good/steady angle, the leg would move smoothly like a joystick.
The rifle would feature a single bullet bolt action mechanism.
3D model progress
Although I wanted to finish the design with mudbox I had no idea on how to use the software, I am still quite happy with the concept as it is a ridiculous sniper that could pack an immense punch.
Tentacle monster task
My initial idea was to create a humanoid monster with tentacles.
After small brainstorms i decided to work on a concept i had made at least a year ago, the embodyment of gluttony hiding in its old form, the form being a dog it would often find prey in people who approach it.
Here is the concept of its current/true form, a pile of flesh holding its old bones, clinging to its past.
Here is the form it holds to lure prey.
I haven't worked with inks for a while so i will go over these designs again.
After small brainstorms i decided to work on a concept i had made at least a year ago, the embodyment of gluttony hiding in its old form, the form being a dog it would often find prey in people who approach it.
Here is the concept of its current/true form, a pile of flesh holding its old bones, clinging to its past.
Here is the form it holds to lure prey.
I haven't worked with inks for a while so i will go over these designs again.
create a robot task
The concept i wanted to produce was going to be based off the human form, I wanted a robot design that would look swift and powerful.
The first concept was an invincible trash cleaner, 'trash' being any criminal, it would have been made to strike fear into humans and make them reform from just hearing about it.
A being made of horror and fear that would have the ability to move much like humans allowing for swift and strong strikes, this meant that the design would be be slim and intricate.
I developed the second concept which was a battle samurai bot, I gave it thicker legs for better jumping and movement capabilities.
This is a pen version of the semi final concept.
I love this black and white style, seen from a farther distance it looks very much sophisticated.
Some experimentation on the chosen robot style.
A near finalized concept.
After working on colours I produced the final idea, gauntlets, a samurai like chest armour piece and a third arm to hold the sheath allowing for quick drawing.
This concept turned out very well as the colours compliment each other and look sophisticated with the overall shape and form of the robot, I am quite happy with this design as it fulfills my initial goals.
the story behind this robot is in a distopian future where humanity use last measures to fight off the threat, the body has a design that would amplify its movement and abilities thanks to the arious belts and chains that retract and extend.
Monday, 13 October 2014
games encounter winter assesment
Rather than making a one sheet i worked along with various sketches to create a scene and refine the game idea, the main inspiration for this street scene came from the street that I lived on in Poland; each house stood tall and you could tell that there were people there, and yet everything felt so isolated, walking past all the houses to get to the end of the street where my house stood was and still is a somewhat uncomfortable experience and i wanted to use and enhance that feeling.
One of the things that made it uncomfortable was a certain family that would always stare at anyone walking or driving past, it doesn't matter what they were doing, they would always look, and stare.
This is the initial idea for the collision boxes and the various happenings.
The shadowy figures that the character would see and hear are his family, their physical appearance depending on the prantagonist's relationship with them.
The term 'wearing a mask' is used to describe fake emotion, this will help with the identity crisis side of the prantagonist.
A revamped version of the street, this is where the inspiration from my street took over.
Later ideas for collision boxes.
First person views of the rough unity level.
I wanted to priorotise an isolated theme that would make that player feel out of their comfort zone.
Games encounters homework one sheet
The production of a one sheet:
Working title 'who'
The game centers around the 'prantagonist' who is having an identity crisis after spending a lot of time thinking about his past, how can you choose what you want to do with your life if you don't know who your are or who you want to be.
He is called the prantagonist because it is your choice to see him as a good or bad person for the choices he has made and why, we all did something wrong for good reasons.
Our prantagonist wakes in a play park realizing that his child is gone, over the course of time he realizes the child is him and he has lost himself.
The world he walks is empty and isolated he can feel people around him but cannot ask them for help.
The game would take a slower pace allowing the player to think on the story and happenings.
Puzzle solving would not simply be 'put the pieces together' 'fix this machine' they would require the players real world knowledge alongside quick thinking.
The nemeses of the prantagonist would be the parts of himself that crave negative things, murder, fear, hate...
Physical incarnations of his negative aspects would constantly haunt his mind, this would help put across the identity crisis.
To succeed you must find specific evidence/memories/objects and choose to accept or decline certain paths that in the end will help the character find himself.
He is called prantagonist because of the choices that will be made, he might end up ans a protagonist or the antagonist, contradictions like doing bad things for the greater good will help make the story immersive and gripping.
Working title 'who'
The game centers around the 'prantagonist' who is having an identity crisis after spending a lot of time thinking about his past, how can you choose what you want to do with your life if you don't know who your are or who you want to be.
He is called the prantagonist because it is your choice to see him as a good or bad person for the choices he has made and why, we all did something wrong for good reasons.
Our prantagonist wakes in a play park realizing that his child is gone, over the course of time he realizes the child is him and he has lost himself.
The world he walks is empty and isolated he can feel people around him but cannot ask them for help.
The game would take a slower pace allowing the player to think on the story and happenings.
Puzzle solving would not simply be 'put the pieces together' 'fix this machine' they would require the players real world knowledge alongside quick thinking.
The nemeses of the prantagonist would be the parts of himself that crave negative things, murder, fear, hate...
Physical incarnations of his negative aspects would constantly haunt his mind, this would help put across the identity crisis.
To succeed you must find specific evidence/memories/objects and choose to accept or decline certain paths that in the end will help the character find himself.
He is called prantagonist because of the choices that will be made, he might end up ans a protagonist or the antagonist, contradictions like doing bad things for the greater good will help make the story immersive and gripping.
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