This is my first attempt at the movement in the game my group are making. The level scrolls so there is no movement on the z-axis, instead the player can only move on the y and x-axis. This gives a sense of movement without complicating controls and allows the enemy to essentially spawn in still, but appear to move with the player.
Wednesday, 28 January 2015
Friday, 23 January 2015
3D Modelling: Dinosaur
In this tutorial session we we're introduced to Mudbox, a more organic and high poly modelling package. The final outcome was to design our own T-Rex based on a base model supplied.
When building my design I created a lot of plates along the back, like those found on an armadillo or tortoise. I added some bone spines and tusks to make it more aggressive and intimidating. As for painting it, I chose a mixture of oranges, reds and grey, on top of these colours I also added a crocodile skin texture to give the skin some depth.
3D Modelling: USS Enterprise
This task was to model the USS Enterprise using the three reference images provided. I found this task fairly easy as the Enterprise is mostly just very simple shapes. This was also one of the first times using the box modelling technique and I had few issue model this way.
Wednesday, 21 January 2015
Game Project: Airship Concepts
Our game was going to be based around steampunk airships fighting in the desert. These are some of the ideas for airship I came up with.
This first design was for the enemy airship, I wanted something sharp and aggressive looking, a silhouette that is recognisable as an enemy, this was also to be the larger variant of the enemy, so I made it appear like a galleon and gave it two balloons.
These are some quick airships I did in my sketchbook, these were very early ideas based off real ship, mostly pirate esque.
This last design was for the players ship, the balloon and overall design has a much softer and curved look to, appearing more friendly with retracting from the wear and tear of combat.
Human Muscle Anatomy
This task was all about learning proper anatomy of muscles in the human body. These studies help tremendously when drawing any kind of human form, allowing me to know where to apply different tones on characters where their muscles would be.
The final drawing I did in photoshop, and I kept it fairly simplistic so I could easily tell various muscles and forms from each other,
Friday, 9 January 2015
Thursday, 11 December 2014
Human Skeleton
This was a study of the human skeleton, first step was to look up images and practice drawing some vital areas of the skeleton. Then I needed to label the various bones and label what each joint type; hinge, pivot or ball and socket. The areas I decided to look at specifically are around the joints, I had trouble with the rib-cage, trying to repeat it without making it look too messy. The hands and feet are also difficult as they are made up of lots of tiny bones.
I did the final study in photoshop so I could properly align it and adjust it if needed. It also help by making guides for symmetrical things. I made the final skeleton about 8 1/2 heads tall.
I did the final study in photoshop so I could properly align it and adjust it if needed. It also help by making guides for symmetrical things. I made the final skeleton about 8 1/2 heads tall.
I haven't drawn many skeletons before, so this was quite helpful in giving me a better understanding of the human form. Like the original sketches, I had trouble with the rib-cage and the bones around the neck.
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