Wednesday, 19 December 2012

Villain Prop, Hero Head and Costume Sketches

With the Villain's prop I still need to develop it further, as although I want it to appear streamline and 'state of the art', it still needs to be more aesthetically pleasing and at the moment it’s a tad on the boring side. Hence to fix this I will extrude the shapes from the designs (figure 1 in particular) to give the arm piece a more appeasing quality.
 

I'd drew a few head designs for the hero previously, although I felt I needed to go back to the basics (i.e. head shape, individual features) to fully be in control of designing a character's face rather than drawing a generic head. I'm still in the process of designing. The sketch to the right is not the final design at all, since the features are too harsh and read more as a villain than a hero - yet I wanted to experiment with colour, hence I used this sketch as a starter.


Experimenting with colour pencils, costume design. I wanted to combine cavewoman materials (fur) with ghostly Sci-fi colours (purples/greens/blues) to make prominent the genre. Thinking of a 'modern cavewoman' the clothing needs stronger development and definition. The idea of caveman/tribal markings on both props, clothes and possibly tattooed on the character is something I will research further into.   


Class Work

In week 6 we focused on silhouettes and the importance that a distinctive silhouette can have i.e. instantly recognisable shape, hence memorable character. Our challenge was to design monsters in silhouette form - they all seem to be a bit too 'clunky' looking, this will make me think carefully about the silhouettes of my final character designs. Week 7 we focused on drawing the anatomy of animals and then designed our own creature depending upon the title given to the individual. Mine was an 'underwater' animal, with this in mind I looked at various interesting sea creatures and ended with a 'mash-up' of sea horse, octopus and sea turtle features. This was one of the more successful design classes, and I intend to complete my initial design.
 
 
 Week 8 was a very stressful week indeed!! We were put in teams and given a briefing as if we were an independent company being employed to produce 6 character designs. During the course of trying to design these briefed characters we were asked to create a few extras, such as logo, environment/prop design - hence piling on the pressure to complete what was initially ask of us. I think it was a lot of fun and gave the class a taste of what will happen within the creative industry - an eye opener!
 
 
 
The last week, Week 9, was by far the most successful, but maybe that's because we had to design environments rather than characters!! Slightly more in my comfort zone I designed the following under the named topic; 'magical arenas'. The first two sketches look more like they are 'decaying', rather than 'magical' - I was thinking of The Hobbit and Lord Of The Rings in terms of inspiration.The sketch to the far left is a observer tower, where the commentator would sit during the games. The second set of sketches fit the brief better and are hopefully quite unique designs.
 


CGAA Speed Paint Challenge

Ok so this is my first attempt at a speed painting and it took me 50 minutes in total

'Jack Frost's Asylum For Malcontent Snowmen'


Friday, 30 November 2012

Environment Garden Final Renders






Environment Pipeline

3D Model with Paint Effect Trees

Wire Frame

3D Model and Wire Frame with Paint Effect Trees

Textures Unrendered

Beauty Pass

Ambient Occlusion Pass

Final Render - Beauty and Ambient Occlusion Pass

Envrionment Lighting

It's fair to say lighting has been a bit of a struggle!!! However, over the course of 5 days I'm finally satisfied with it! Below shows my progression and problems from start to finish. 

This is how it started ... not my finest work! I'm not even going to explain what this is, except the sun looks as if I added it in Paint!!
 

Moving on ....
 
Progressing without the environment and sun I lighted the set with a series of 'soft' spot lights to create a 'warmth'.


However, I need to include the sun and an environment so I restarted the lights from scratch and added a directional light, area light and a few spot lights. The main problem encountered was the shadows casted by the tree paint effects. Below is a diagrams explaining which settings created the effects. It was a mixture of these settings and the conflicted lighting causing several types of shadows.  



Changing the settings on the paint effects allowed them to cast a soft, realistic shadow, but altered the quality of the trees, hence when rendering I'd have to render on two different layers and then over lay the trees onto the correct shadow cast. I experimented with this and found the final images a little 'clunky' so I restarted the lighting for the last time.
 

The settings below gave a soft shadow, but not 100% realistic shadow castings. On artistic purposes I pursued with this lighting and shadow settings. I was concerned about the tree that is closest to the house, as when the shadow was cast the washing line looked like it was floating!! Hence, I created a poly tree under the paint effect one to cast a shadow. Below the diagram shows the settings for the final lighting.   


Final Lighting Renders



 
Below is a colour test for the environment shader.
 

Thursday, 29 November 2012

Environment and Props: UV Mapping and Texturing Progression

So here's what I've neglected to post for the last week, very stressful and taxing, but hopefully rewarding now. I’ve fully UV mapped and then textured the environment 3D model, including paint effects. The props are also UV mapped the props and textured them. The textures are soft and paintly, quite a large number are hand painted. I tended to use real material images for the bump map to give it a contrast between art and real life. Below are the results. The lighting scene within the imagery is basic and is just used to give a soft atmosphere.

All texture Colour Maps and Bump Maps
UV Mapped scene with Paint Effect trees
(Below) 
UV Mapped tiles and Washing Line - using NCloth for items on the line
 (Below)
Texture Progression


 
Base house textures and wooden beams
Tiles Texture Test
(Below)
Grass Texture - Bump Map testing


Final Textures (without final Lighting)




Charles's Props UV Mapped  

Final Textures - Colour and Bump Maps
(Below)
All Props (left) and Alphabet Blocks (right)

Alphabet Blocks
(Below)
Jack In the Box (left) and Spinning Top (right)

Train Final Render