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Tuesday, 6 January 2015

SS Enterprise modeling task ()

We were given the blueprint image of the starship enterprise
Which was then cut up and aligned in specific points so that the model may be produced from the drawings.


The main body was made using the smoothing preview, I had used multiple extrusions and edge loops to produce the shape.


The engines were made in a similar manner, a bunch of extrusions and edge loops that I worked into the shape of the engine that was then coped ove to make the second one.


 The parts connecting the ship together are primitive squares manipulated into the shape, the front is made of a cylinder that was extruded multiple times.


The bridge is composed of another cylinder that was manipulated into a rounded form, the top was then stretched and reshaped to give it that longer body.


Looking at this image of the starship enterprise i can see that some of the details are not shown on the image.


The panels on the engines are simple squares given a rounded shape.

This image shows the engine panels and the panels on the main body.


Here is the current progress on the model, I am quite happy with the result as it does resemble the real starship enterprise.


I dont think there is much i could say about this one, though I believe that I modeled the spaceship fairly well and it is a job well done.

Lizard dude Task

In today's task we were asked to paint in a lizard character.

After I opened the line file I decided to go with red and make this a salamander type, an enemy resistant to fire, the crimson colour would also make him a little more intimidating one refined.

I then added appropriate lighting to the image, this would help add depth to the creature.

Making the red skin darker I added the snake skin textures and begun to blend them in with the character by adjusting the layers with transparency and transformation.

Below you can see that I added small lines that help create the shape of the head, on top of the head I added a symmetrical texture and used the transformation tools like skew and warp to make the appearance of a thicker hide on the top of the head, the transformation tools helped me create a three dimensional appearance.

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.