Posts

Real Worlds Master Post

Project Management Real Worlds: Research Dossier Real Worlds: Character Design Process and Turnarounds Real Worlds: Key Art Production Real Worlds: Game Character Presentation Real Worlds: Client Review Real Worlds: Final Character Art Real Worlds + 2D Toolkit: Composing Scenes Real Worlds: Forge Father Ward Ship Ideation Real Worlds: Environment Art Thumbnails Real Worlds: Building Blockouts Real Worlds: Beginning the final piece Real Worlds: Developing the Final Piece Real Worlds: Completing the Final Piece Real Worlds: Evaluation

Industry Practice Master Post

  Industry Practice: Introduction Industry Practice: Initial ideas Industry Practice: Case Study - the art style of Don't Starve Industry Practice: Presentation Work and Character Ideation Industry Practice: Presentation Reflection Industry Practice: Meeting and Next Steps Industry Practice: Foundational Research: Self-Forgiveness Industry Practice: Contract of Engagement and Thumbnail Sketches Industry Practice: Market Research Industry Practice: Role Research Industry Practice: Sound Brief Industry Practice: Legal and Economic Frameworks Industry Practice: Scriptwriting Industry Practice: Ren'Py Development Industry Practice: Character Development: Memory Industry Practice: Professional Online Presence Industry Practice + 2D Toolkit: Critical Hits Zine fair Industry Practice: Developing Background Character Art Industry Practice: More Development Industry Practice: Developing Environment Art Industry Practice: Game Feedback Industry Practice: Evaluation

3D Toolkit Master Post

ZBrush Introduction ZBrush: Transpose, Masks and Subtools 3D Toolkit: Deformers, Polygroups and Clipping Tools 3D Toolkit: Base Mesh Continuation 3d toolkit: Zmodeler and Extract 3D Toolkit: 3D Artist Research 3D Toolkit: Character Creation (2D Toolkit Character Design principles) 3D Toolkit: Curve Brushes 3D Toolkit: Sculpting the Alien Torso 3D Toolkit: Modelling the Alien Legs and Append Tool 3D Toolkit: Clothing Alien 3D Toolkit: VDMs and Alphas 3D Toolkit: Rigging Introduction 3D Toolkit: Creating Rigging Controls 3D Toolkit: Rigging the Spine 3D Toolkit: Skinning & Weight Painting 3D Toolkit: Job Role Research: Texture Artist 3D Toolkit: Artist Research and Comparison: Warframe 3D Toolkit: Game Ready Character: Pre-Production 3D Toolkit: Retopology 3D Toolkit: Creating the Character Base Mesh 3D Toolkit: Sculpting atop the Base Mesh 3D Toolkit: Retopologising & UV unwrapping the Mesh 3D Toolkit: Baking the Mesh 3D Toolkit: Texturing, Rigging & Weight Painting the mode...

2D Toolkit Master Post

  2D Toolkit - Character design practice exercise 2D Toolkit: Perspective 2D Toolkit: Digital Perspective 2D Toolkit: Anatomy, Contrapposto and pose tracing 2D Toolkit: Human Muscular Anatomy 2D Toolkit: Drawing Environments from Reference, Photobashing and Values 2D Toolkit: Hands 2D Toolkit: Clothing Folds 2D Toolkit: Charcoal Life Drawing Real Worlds + 2D Toolkit: Composing Scenes 2D Toolkit: Lineless Art Techniques Industry Practice + 2D Toolkit: Critical Hits Zine fair 2D Toolkit: Hunterian Trip 2D Toolkit: Inclined Planes 2D Toolkit: Evaluation

2D Toolkit: Evaluation

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2D Toolkit Evaluation Developments I have made throughout the 2D Toolkit module have shown clear areas of improvement I could make in my work. Over the course of the year, I have practised fundamental art skills such as perspective and anatomy: I feel that my skills in these fundamentals, as well as my understanding of complex processes, have improved.  Several of these processes were largely new to me,  such as drawing equidistant forms in perspective, digital painting and photobashing. I have tried to use these new skills to improve my artwork: throughout personal project work, as well as in the Real Worlds project, I have tried to use elements of digital painting. This is mainly seen in my digital paintings of planets, though I also used these techniques in value paintovers in my Real Worlds character piece and in texturing the metal seen on the Ward Ship in my Real Worlds final piece. Using this new technique has shown one key area of improvement in my work that I wish to ...

Industry Practice: Evaluation

Industry Practice Evaluation Our game has been completed and has been uploaded to itch.io.  Tempus Fugit by Luminol Arts On the whole, I am very pleased with the end product I have developed with my group over the course of the Industry practice module. Considering the brief's focus on mental health, I feel we have created a unique and interesting IP which fits strongly into the theme we have chosen. The research aspect of out project was straightforward and informed our decisions, and our frequent meetings ensured that we stayed on track as a group and managed the work we had to complete.  As for the skills I learnt in this project, I believe I have progressed in my ability to work with others as a group. The majority of prior personal and uni projects were solo: as such, being able to work in a scenario with others, and having to work with others to produce assets for a game, was an incredibly informative experience. Communication was an area of strength in our group, I beli...

Real Worlds: Evaluation

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Real Worlds Evaluation The Real Worlds project, I feel, has been a solid project for me in terms of art creation and study, particularly in regards to working with an IP: I feel that I was able to follow the brief well and create art that fits with the IP, and successfully implemented feedback that improved the quality of the pieces I created.  I am happy with my selections for the factions and believe that they appropriately challenged my skills: from a character design perspective I am particularly pleased with developments on the Veer-Myn, as drawing animal heads and digitigrade characters are not areas of design I have practiced in the past. I feel that my studies on rat anatomy helped greatly in the initial design stage of the Veer-Myn, though that I could have also spent longer on designing the armour and body of that character.  Of the two designs, then, whilst I feel that the Veer-Mn design developed my skills more, I feel that the Forge Father is the most successful: ...