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Showing posts from March, 2025

Real Worlds: Finalised Key Art

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 GCPS DIVE UNIT: FORGE FATHERS RAPTURE UNIT:

Real Worlds: Key Art WIP 2

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Real Worlds: Key Art WIP

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Real Worlds: Presentation Feedback

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 We presented our designs for each character to Mantic Games employees and were provided feedback. Feedback for Forge Father Character: - The body needs to be much more compressed as they look too tall. -Arms need to be shortened - Allow the knee pad to overtake most of the leg. - Detail to the shield and Warhammer. Feedback for GCPS Character: - The armour around the chest needs to be accentuated more, too close to the skin. - Hip area needs to be less curvy if they are a male unit. - Helmet needs to be larger.

Industry Practice: Portfolios

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 Examples of Professional Portfolios: Vladislav Shintukov They are a lead environment artist that has made a number of contributions to games such as Call of Duty, Uncharted,  https://www.artstation.com/dcg_x Professional Portfolios include: - A summary of themselves, including their hobbies or what strove them to the chosen path. - Examples of art - Possibly progress from initial works to end products to show development. - Skills in different fields - Such as 3D Modelling - Use of different Softwares - Maya/Photoshop https://www.artstation.com/lotusarts05 My artstation account Art Statement: My art takes hold of different styles within the media, latching from Realism that had been taught to me for many years within my education to my own stylised art practices that I myself honed through different fictional sources such as comics, games and mangas. I love taking things from different art styles and incorporating it into my own work. All the skills that I would learn will be...

Real Worlds: Game Idea

 The idea I had for the game: 3rd Person Tactical Shooter, Real-Time Strategy game The inspiration for this would be RAINBOW SIX SIEGE, LEAGUE OF LEGENDS and X COM. Forcing the player to play the tactical route where you must coordinate the squad in real time as they interact with the area. This would require the game to be third person to see all around the unit instead of a singular person.  To add, implementing the idea of changing perspective to a birds eye view would be an interesting concept to work with. Games such as Call Of Duty use this when looking for a place to spawn in a multiplayer match requiring you to capture the points. Again this is a real time scenario so the player is unable to just freeze time, so they are forced to think quickly and effectively.

2D Toolkit: Life Drawing

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 Art on A3 paper using charcoal instead of pencil whilst standing. The hand movements would differ from using a pencil and somewhat forced me to just go with the flow. The art becoming less sketchy and more gestural when drawing the person.

GCPS DIVES

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  The GCPS requires units to be less equipped and more agile. A team of DIVERS that will scout out the area whilst the assault force battle. Obtaining information and picking off enemies that stray to far from their squads. Like a rogue, they attack from a hidden location and disengage from the targets with great speed.

Forge Fathers: Rupture Unit

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Considering the time frame I have been given (5 mins to present my character ideas) I have chosen to only create the concept art and not the key art for now. I will have to keep my explanations short and simple. The Forge Father’s Tankiest Unit that will forge a path through the battlefield. Using it’s immense force with its war hammer and shield that are capable of breaching through surfaces. When things are getting close and there is no exit, rest assured that this unit can make a new.

Toolkit 3D Catchup WK 17-18 Rigging Legs

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  To start off, we were taught that rigs are done in Maya. SETUP: Change perspective to X-Axis Hold CTRL and MIDDLE MOUSE WHEEL to adjust the positioning. For a basic build with no guide, scale up to 11 units. This will be the waist-line. When creating a joint, hold X before clicking to avoid any rotation unit changes. NOTE TO SELF: Remember to name each joint in the hierarchy in this format for left and right joints. Now after creating the pelvis and linking the legs to each joint. Instead of manually creating the right joints, we can simply use the MIRROR JOINTS tool. This allows us to save a lot of time in the creation. I personally feel like the most time consuming part of creating joints is naming them however being able to replace key letters makes this process much easier. There are controls that we need to add using the CREATE IK HANDLE tool in SKELETON. This will link the joints motion wise. So as I raised one joint on the ankle that is linked to the hip, the knee extends ...

Industry Practice: Anxiety traits to consider

 __ANXIETY CHARACTER__ Anxiety typically is a feeling of fear, dread and uneasiness however it is a broad concept as it can be caused or be for different things. Such as: Social Anxiety: is an intense fear of social settings, thoughts may come across in someone’s mind that they are being judged and can affect work, school and other daily activities such as shopping. - Character would likely not want to zoom call and if enforced then they would use text at first with the camera off. - Only after a while once they have grown comfortable, they start expressing a bit more bravery and opening up, using voice and possibly using a camera - Anxious individuals would naturally be self conscious about people looking at them. - Things such as eye contact can be a big thing. - Secretive traits - Confrontation becomes a challenge due to overthinking/Irrational thoughts. - This isn't about curing, but more so embracing these traits, living with them and our job as the therapist is to guide them....