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Showing posts from October, 2024

Toolkit 3D Skull Development

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  In comparison to the others in the class, I had been struggling to create the skull of a human these last few weeks and had continuously failed to model one correctly. This could be due to my lack of experience with Z-Brush as with a bit more guidance I realised the solution was quite simple. Making use of an actual drawing tablet, it becomes a lot easier to design the organic model rather than with the mouse, being able to create the bone structure as if I was drawing it out on the model. As you can see here, the skull had become much more realistic, The forehead of a human isn't entirely circular, so what I did was flatten it to a small degree and used the smooth tool to make it less prominent.

WK03 Toolkit 2 3D Further tutorial of ZBRUSH

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  With the deformation tool, we are able to mess with the different features of the asset we are moulding. However when I used it on a humanoid creature with eyes, I came to find out that everything but the eyes were affected by it which is something to keep note of when it comes to messing with the proportions. This bloated figure was caused by increasing the inflation of it. Something to note: When raising or decreasing the scale of something, it will then be made as the new normal /middle of the scale. Masking different layers: When Masking, we can create different layers which are presented with different colours so we don't affect the opposing layers with each switch as shown here for the limbs.

Building Alliances: Cave Tour

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 Our team had decided to take a trip to the caves local to us within Nottingham in the form of a tour. On our journey, we travelled below the tracks with many tourists and had learnt a multitude of things set as far back as the 1700s. One fact being that the caves are typically found when construction is being done below a house for perhaps a basement, explaining the bricks being seen underground to coverup the caves and each year more unexplored territory below Nottingham is being discovered and logged for researchers. From what we say, there were small holes on the ceiling on the caves. We had been notified that it was suspected that people would be planning not-so legal activities or talking about things they weren't allowed to. In the buildings above which could possibly be a bar perhaps, children would be on the lookout for authorities and if one appeared, they'd drop a stone to alert to people they work for so they can make their escape.    These caves were used as ...

Perspective Practice (Toolkit 2 WK 3)

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  This week, we revisited the concept of perspectives from 1 point all the way to 5 point perspective. Perspective is something I usually do in a lot of my art so it is slowly becoming second nature to do perspective pieces. 3 Point perspective from birds-eye and street view: 5-Point Perspective: I have seen many art pieces of 5-Point and a lot of videos I've seen that include 5 Point is typically in car chases which is what I wanted to depict in this sketch. For an even harder task, I attempted to implement 2 5-Point perspectives in one drawing which proved to be more difficult than I expected. I plan to import this onto a digital software and continue to draw this scene.

Building Alliances: Sketches

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Diving Gear: When it comes to diving, depending on the sea level, gear is required to survive in those terrains. Professional divers will require oxygen tanks, diving helments/suits to survive the deepest of seas with the pressure pressed upon them. I figured that the diving gear does not require a complicated design and should stand out in colour. Thus my choice of using a noticeable yellow and a similar shape to the tubes we see today. An idea I had was that these could be found as you journey through the caves of Nottingham to refuel yourself if the diver ever deviates from the submarine and is losing air.

Toolkit 2 WK 4 Perspective in photoshop

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We studied the keybinds and methods to replicate perspective grids in photoshop.   Using the ruler tool, we're able to create horizontal/vertical lines by using our cursor and dragging from the top/left side of the canvas to create the vanishing points and horizon line. Then by using the shape tool on the bottom left of our tools bar, to create the lines in a much simpler and more efficient method, we used the polygon tool and increased the number of sides. Also, using the path tool, changing the star ratio to 1%. Select freeform and from center. Allowing me to create perspective grids effectively on photoshop as shown with this sketch.

Building Alliances Mood Boards

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For the planning process of our project, I decided to take up on the task of thinking of the main themes and location of the game. Landmarks in Nottingham would be the most plausible idea to go with in my opinion, depicting how they have changed over the years due to the global changes.   We had agreed that it would be a flooded Nottingham setting set multiple years ahead. Naturally, nature would take its toll and would overtake the manmade surfaces by the time at least 50 years had past.

WK02 - Transpose, Masking and Mesh Visibilty

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 In this session, we worked to utilise the transpose tool to scale, rotate and move a mesh. We also learnt how to shield surfaces with the mask tool and show/hide polygons. Transpose By using the transpose tool, we are able to move/rotate/scale our mesh and I had experimented on what that would do whilst using a masked and moulded mesh. As you can see. the masked area on the man's forehead hadn't been affected unlike the rest of the mesh and should be kept note of in case of the future when I will be transposing a model. Also like Maya, I can alternate between 3D Gizmo and Transpose line with W, E OR R. Above, are the options we have with the gizmo when we hold ALT Gear Icon -  Access different deformer and bend modifiers Pin -  This enables Sticky Mode which will retain the gizmo’s location Locator -  Go to center of unmasked areas of mesh Home -  Vary similar to locator but this can also reposition the entire mesh to the center BASED on where the pivot is loca...