A few charcoal images from a life drawing session last week.
Looking into human anatomy, specifically the muscles. I drew a few images using different materials and a diagram of the human body (front and back) labelling specific muscle groups.
I attempted to use different effects and materials. The layering of pencil, red pen, black Biro became a little dark. I found using red felt pens to make an interesting layered effect. This looked very convincing as muscles. Although in hindsight i should have went over some of my pencil lines with in in order to stop the pencil lines fading into the background.
Looking at the SOE video of a Turret 3D render and paint-over for Planetside, we were set the task of following the same process. Looking through the video almost frame-by-frame these are timestamps of the areas that I might want to revisit in that video:
- 0:27 – Sketching and blocking in tones with the hard edged brush.
- 0:58 – Adding Colour.
- 1:12 – Creating rough 3D model from basic shapes.
- 1:22 – Adding materials in 3D software.
- 1:47 – Checking 3D model in export window, adjusting lighting etc.
- 1:50 – Import to .PSD file.
- 1:57 – Adding bolts/logos via paint-over technique.
- 1:58 – Adding text using text tool.
- 2:08 – Importing textures and using transform tool to fit
- 2:30 – Importing textures and using warp tool to fit.
- 2:46 – Adding more textures through overlay layers.
- 3:22 – Adding lighting using dodge tool.
Firstly I done some research into mounted turrets and weapons. Some from the real world and other from existing game concepts.
Secondly I sketched out some ideas I had while doing my research, exploring the possibilities of a ascetically pleasing but functioning weapon.
I picked some of the better aspects of some of my sketches and added them together, creating a final design. I then scanned this small sketch and went over it with some colour and details in Photoshop.
Taking this 3D model into a 2D image once again, I could paint over it and add details quickly without having to go through the painful process of mapping the textures in 3DSMaxx. I much prefer this method as it saves time and I find Photoshop a lot easier to work with and therefore less time consuming. Although making textures is something I feel I should do in future if I’m going to do paint-overs or 3D modelling, rather than attempting them quickly and resorting to royalty free textures.
Using 3DSMaxx we crated a model of a barrel and downloaded a model of a car to add to the isomeric image above. Using the 30 degree view and exporting the object as a Targa file we copied the 2D image into the isometric map. This is similar to the pixel art from before, but Ulises the speed and detail from the 3D models rather than crating the items pixel by pixel.
Many flash and/or web based games use pixel art as a way of making their assets stand out as well as be easier to produce. pixel art usually works on a very small scale, so the artist has a challenge of getting as much detail as they can into a small space and utilizing every pixel. We used pixel styled work in our Pugstep game previously, which sped up the production dramatically.
In this tutorial we were simply looking at the pencil tools and looking over anti-aliasing in order to crate a crisp final product. We also looked at the 30 degree lines that make up the isomeric view that a lot of these pixel games use.
Our task was to replicate a fire hydrant after learning the basics of the 30 degree angles that make up the basic map for a lot of pixel games. I feel that this information is useful and informative. Both of these assets might be important in making our own games at a later date.