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Showing posts from February, 2025

Toolkit 2D: Digital Painting

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Industry Practice: Character Design and Expressions

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  The initial design I was thinking of going with, however I felt as though the colour scheme was not in favour and perhaps the design might have been too complex for this ordeal so I changed it. UPSET Surprised Confused/Wary? Another key art of Hana. I chose to experiment with a more detailed look. Messed with the eye colour a bit whilst also changing the outfit. This was also experimenting with a more water colour-like style.

GCPS

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The GCPS (Galactic Co-Prosperity Sphere) is a corporate-led human empire. For defence, corporations deploy private armies or mercenaries—disposable soldiers fighting for survival and a pay check. They are more so the budget line soldiers in comparison to much more prized assets. The soldiers of the GCPS are well armed and well equipped with hi-tech armour and laser weapons, with a variety of specialists and vehicle in their support.   The idea I have in mind for my character is to have a 'Ghost' unit. In DND terminology they are the roguish types or Monk characters that are quick with their feet. Attacking from the side/blind spots rather than upfront. They would most likely wield a hand gun with spray rounds and a melee weapon that is easy to wield with one hand. These aren't anything too significant. HOWEVER An important addition to the character is their mobility, therefore the character may have some leg augmentations to increase their speed. Possibly something close to...

Forge Fathers

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 The Forge Fathers, one of the galaxy's oldest empires, defend their Star Realm with unmatched weapons and armour. Stoic and patient, they outlast and outgun foes, forcing them to retreat rather than fight. As for my idea for this character, I want to depict the ferocious strength of the forge fathers and their capablilities to drive their forces away. So, I figured I'd take inspiration from TOM CLANCY'S RAINBOW SIX SIEGE. A game where different operators are needed for different functions to breach into the building. My character will wield a sledge hammer as it's primary melee weapon that can be used to break down surfaces and breach a whole new pathway. Whether it be a building or a barricade. The purpose is the force the enemy to retreat due to the dangers.

Real Worlds: Research Dossier

 SWOT ANALYSIS: Strengths: Fast & Fun Gameplay – Streamlined third-edition rules make it easier to learn and play in under an hour, great for casual and competitive players. Unique Terrain System – Uses a modular, cube-based setup that creates immersive, 3D battlefields with tons of tactical options. Great Value Starter Set – The two-player set includes miniatures, terrain, and rulebooks, making it easy to jump into the game. Weaknesses: Tricky Mini Assembly – Some models are fiddly to put together, and instructions aren’t always clear, which can frustrate new players. Setup Takes Time – While gameplay is fast, assembling terrain and creating force lists can slow down the experience, especially for newcomers. Opportunities: Digital Tools – A mobile app for list-building, rules reference, or even AR features could streamline setup and gameplay. Stronger Community Engagement – More organized play, online events, and community-driven content could attr...

Real Worlds: Project Management

BRIEF: You will be working with Mantic Games in exploring the idea of translating their tabletop IP  Deadzone  into a digital sphere.  The project will consist of two parts - character design and environment design, and you will have the opportunity to explore whether to respond in 2D or 3D for each of these, presenting yourself as a specialist or generalist. More detail on the differences between these approaches can be found later in this handbook. The quick turn-around for the two elements of this project is reflective of the nature of the industry. Translating a tabletop wargame into digital might seem, on the surface, like a no-brainer, however there is scope to explore a variety of game genres - from 4X, FPS, ARPG, Narrative-driven adventure, Tactics & RTS. There are also numerous examples of tabletop games which have been faithfully translated into digital using Tabletop Simulator. Part of your research will involve evaluating and analysing the efficacy of...

Toolkit 2 3D WEEK 16: Creating alphas in zbrush and VDM brush

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 In this tutorial, we were taught how to create alphas through photoshop and import them into zbrush to detail models. Chosen Background through PEXELS.COM (free backgrounds) Using a 500x500px file (150 DPI) WE had to set the background to black for a better contrast and use a soft brush to avoid creating harsh edges with zbrush. We will be using this model as the base to experiment the alpha. NOTE: This surface is much more suitable for hard surfaces and not organic. Brush: Standard Strokes: Dragrect Import TIFF from Alpha Result As for VDM Brushes: I first created a 3D Plane object before converting it into a polymesh3D Masked out a certain area for sculpting purposes and proceeded to sculpt a shape. Afterwards, I went to brush and CREATE VDM. These brushes would typically be used to create things such as scales/horns etc. Accidentally create this almost flower-like structure on the anime-head used. NOTE: Increasing Z intensity may help with structure.