GAME ART - Project 1

27.10.2023 - 3.11.2023 (Week  9 - Week 10)
Loh Qiao Yin / 0348923 
Game Art/ Bachelor of Design in Creative Media / Taylor's University
Project 1
[Character Design and World Creation: Concept Art
]


INSTRUCTIONS

/> 
 
 


TASK

IMM Brush
Wolfie's fur really drove me crazy. Believe me, the variety of fur placement I explored is way beyond what was shown in the slides. I was having difficulty looking at the overall picture and settling on the look I found pleasing. It was a repetitive and draining 6 hours of my life that I will never get back. He was either looking like a hedgehog or a wolf with banana hair. There was a point where I wanted to leave him bald.

Fig 1.1 Fur varieties, 3 November 2023

I could not afford to dwell on just the fur any longer so I moved on to making his accessories. Next, I found tutorials on utilising the curve mode on an existing IMM belt brush in Zbrush.

Notes:
2:23 extend the curve brush
3:25 adjust the angle of curve brush after applying
4:20 rotate the curve selected by cursor/size of brush by holding down ctrl

If things don't work out, play with the brush size/ turn on or off the liquify/snap.


Fig  1.2 Tutorial on curve brushes, 3 November 2023


Fig 1.3 Tutorial on brush straps, 3 November 2023

I couldn't control the curve brush well like how I couldn't control my mood swings. It is tricky and most of the time I am still playing guess + trial and error.

Fig 1.4 Curve brush does not like me, 3 November 2023

Complete 3D Blockout
Not too bad huh. I was satisfied with the belt and straps. Luckily, I took a long look at all the existing IMM assets in Zbrush and found the ones that nail the look I am going for. The shoulder pad armour could be better but again, I was racing against time and the priority was having a complete look. What needs to be there has to be there first.


Fig 1.5 Complete wolfie blockout, 3 November 2023

Final Submission

/>
Fig 2.1 Final submission of Project 1, 3 November 2023


FEEDBACK

Week 10
- Put the arena side by side with coloured character to compare and choose a contrasted colour.
- Go for cool character colour if the arena remains a warm colour. - Keep in mind the character and weapon need to contrast with the map

Week 7
- Take note of the contrast between the character with the arena
- Take note of the deltoid area
- Polygroup of base body should be separated from the spikes of the wolf's back
- Make a line of pec, and the back make it angular and sharper
- Make belly fatter
- Do detail for eyes
- Colour arena ambience

Week 5
- Polish the 3D model to get the proper shapes and details done first, then only simplify and project it afterwards
- Change the arm pose to a brick (like a monster scaring someone)
- The term summoned pose can change to special move
- The wolf's running pose can be dragging his weapon

Week 4
- The colours can act as a base when colouring the 3d model, more colour palette can be explored during that stage

Week 3
- Archetype is different from class, ranged/melee comes under  archetype
- Identify which part will be more prominent, improve the readability of the characters
- Body posture should reflect the traits as well
- Traits can be more defined


REFLECTION

Doing the arena is something new to me. I have never thought of the importance of contrast in the characters's colours with the arena. Even though I play lots of video games, the experience was really seamless to the point I never realised this aspect is something to be thought of. Besides, I stumbled upon Zmodeler function in Zbrush in a few tutorials but I did not have time to explore it. Hopefully, I get to spend time with it in the future as the possibilities look really interesting. In addition, I hope to improve my character design skills in terms of exaggerating certain body parts more to showcase the personality. Incorporating narrative into appearance is what I am still trying to improve more on.

Comments