Tuesday, 22 April 2014

Pen & Ink - 144 Sketches - 12 Finals

This was certainly the hardest project I've had to do as of yet. Considering each week a new visual design project was set, usually to complete 12 preliminary sketches and a final piece, this one however mixed things up a bit. We did have an extra week than normal but literally 12x the amount of work was set. 144 Sketches + 12 final pieces were to be handed in.

    Remember the 6 P's





___________________________________________________________________________
[Finals]











I will be honest, I did start to lose interest by the 11th and 12th picture leaving them til very last minute meaning I had to rush them and the quality wasn't to a good enough standard.

Never having used pen and ink before so primarily I have undoubtedly developed my skills within this medium.

Pump Station Sketches + Final

As far as my final pieces go so far, this one is possibly the most basic, I chose it however to see if I could handle drawing and portraying the curvature of the metal and the shading that it would need.


Transit Van

As for this project I can only improve it, the textures don't correctly fit the model I made and the smoothing groups are slightly incorrect. This was the most aggravating project so far.



Tree's - First/Second Attempt - 2 Finals

This was my first attempt at modeling the tree, obviously I was only trying to get the feel for making branches that head off in different directions.
My 2nd tree attempt was another failure but I continued until I was able to get a decent render from it. I had made far too many Splines therefore I had used up most of my budget before I had even started the leaves.
My first actual tree wasn't that impressive, the alphas on the leaves didn't want to work correctly so white was still noticeable through the gaps.
When designing my 2nd tree I made sure to use one with brighter leaves, making it easier for me work with the alphas and make them look slightly more professsional.
The grass was just a little addition I had because my ground texture was a bit boring and I figured it can't be a bad thing to jump the gun and muck about with different modifiers.

Sunday, 13 April 2014

Art Direction

For the sake of convenience I'm re-using the slides I made for the short presentation on this task.
I feel the Battlefield series is a great example of how Art Direction can completely change the look, feel and essence of a game.

Obviously over a decade has past since game-play as basic as this was the standard for a gaming experience, don't get me wrong it was fun, the maps were big and the armoury was fruitful but it felt a little empty.

A couple of years past and BF: Vietnam was released, straight away you could see that the environments were better filled, the textures were fuller and the backgrounds much more interesting.

'Backwards' is the only word I can really put to BF2: Modern Combat, it seems like the focus was primarily on the characters alone and the environments where almost completely disregarded, going back to 1942 type maps and scenery. UI did seem to improve but not having played Modern Combat myself I can't say that for certain.

Now, Bad Company really stepped up the game making the fights feel much more real, levels involving major stealth aspects and constant jumps from jungles to snow and marshlands. Destructible environments where also a key feature to the game, nothing felt more uplifting than collapsing a building on top of a whole enemy team.

Released on the market as an arcade version of the popular Battlefield series, this far brighter game sparked a hell of a lot of interest especially to people who had only played CoD before hand. By making a smaller game with less maps, weapons, characters and assets, DICE was able to focus on creating such a crisp, super vibrant new mini game that focused only on Islands, this meant that the maps felt a lot more strict on movement, keeping everyone in the mindset of staying on the land and not venturing to far into the water.

Colour is where the games start to take an obvious path, choosing cleaner flat colours and developing them to be as well organised as possible. Progressing more and more into what I'd like to call a more Tactful pallet.

Bad Company 2 was the long awaited sequel to its predecessor, BC1, obviously it was an easy decision to stick with the bright colours that 1943 had made famous but as i'm sure you can notice the maps started to use photo-realistic textures and particle effects, a new HuD was also combined with DICE's new Neon colour splash theme, focusing on oranges and light blues. Greens too for easy Squad detection.

Saturation is slowly lost through their more recent titles to continue looking into what I previously mentioned about choosing a more 'Tactful' colour pallet. It was evidently discussed that War based games need to feel  far colder and more precise, to be able to claim the realest feeling FPS experience hence the title of the colour pallet I gave. 'Tacful' being much sharper movement animations, noises and differences between gunshots.
Looking at the HuD, guns, buildings, vehicles and characters are now darker than ever, losing almost all colour shows what DICE wanted to achieve with each developing game, being able to fully customize every little feature of the game and still keep such a beautifully clean layout makes each new game you play feel distinctively more precise.

Tuesday, 25 March 2014

Sketches + Final - Blind Contour + Still life



I will admit it, I can't help but look at the page at least once during any form of contour drawing which is why Liv's looks maybe a little too believable.


I hear Orchids are like Phoenix's, when they die they you just carry on like usual with them and soon enough you'll have a fresh start again.
Mine died about 2 months ago now and it get browner by the day, I'm losing my faith. 

Sketches + Final - Vehicle project



This is some older stuff that didn't get scanned in.

Vehicle Project

Obviously as you can see most of these are just fast drawings I did to try and understand the different types of car structures and how they when angled.

All I can really do is moan about how cold it was that day so I didn't spend that much time on them because it clearly shows in my Final, I ruined the curve of the car and the perspectives look all off.
If I spent more time on practicing I might have achieved a better outcome.



                       My mini homage to really struggling with this brief. ^^^^^^^
^^RESUBMISSION^^

Sunday, 23 March 2014

Foolish Neglect.

As far as blogging goes you can clearly see that I have been slacking on the amount of work I have been uploading, it is complete, I just think that some part of me must of pushed it to one side in my brain which is obviously unacceptable as critical studies is a significant chunk of my grade.

I will try my very hardest to get back into the habit of more regular uploads, I am pleased with my blog and I feel I can certainly keep improving it.

On the project side I really feel like I'm improving especially at 3D design, 3DS Max finally feels comfortable to use and i'm constantly seeing people find faster ways to do the smaller things which is always a great help.

I'm not sure wither i'm nervous or not for this upcoming assessment, I know deep, deep down I want nothing more than to continue to better myself with all my amazing new friends and tutors. I just hope that's taken into account before the fact that I have had no prior experience on or with anything to do with the course other than A2 Graphics, Photography and GCSE Art which I can now see didn't really teach me half as much as it should of. Luckily that's starting to change, in my mind it was mainly because of how bad the teaching was that I've had prior to the course, the first sense of real encouragement I received was due to my Foundation year at UCA and all my peers on that short course, now because of DMU and the support I've had here I can genuinely see my future steadily unraveling in front of me.
I just need to chance to carry on proving myself.

Really wish I still had 100% attendance though, I don't think I've ever tried so hard to keep it up but unfortunately I missed 3 or 4 of the optional seminars at the start of the year and since then 2 lessons that I forgot to email ahead about when I was ill but nether the less somewhere above the 90% margin will make me really proud considering this is the first time in my life I've had to rely on myself to make sure I pick up my pace, nobody there to molly coddle me anymore :'(