Games Arts: “Final” Final Render

After many hours of adding layers, changing opacity and generally juggling every element of the document, I finally came to a point where I was willing to submit my work:

final.png

Although I was hoping to add a lot more detail to this, I found it quite difficult to keep the stylised look with my current workflow that primarily uses textures and overlays. In future I will have to find the “sweet spot” between my current way of working an the stylisation I’m attempting to achieve.

Advertisements

Games Art: Final Render Pt2

Capturegoatwip1.JPG

Using one of my screenshots as a base, i cropped the image in order to bring focus to the character. I sketched out the character and added his attire on a separate layer and used various colours to help with my anatomy as his limbs overlapped.

Capturegoatwip

I flip the canvas a lot in order to gain a better angle on which to apply the digital “ink” layer. After inking my goat I used the pen tool combined with the regular brush in order to get the straight lines in the environment.

 

Capturegoatwip2

After inking the image I coloured the goat, using the warp and perspective tools in order to make the scarf’s pattern lay more naturally. I combined the layers with the goat’s colours on and added some muted colours to the environment, and added a gradient and silhouetted in the window to quickly add depth.

 

Capturegoatwip3

By assing a gradient to the wall and different tones to where the shadows would be, I added a lot of depth to the image while still retaining the stylised theme. Adding a gradient to the wall and adding layers of different types.

 

Games Art: Final Render Pt 1

For my final render I debated for a long time about what sort of setting I would like to put my character in. After some google-image searches of various locations, I settled on either just outside, or inside a café. And as I’ve always been fond of nooks in bay windows, I wanted to put my character there either reading, writing or drinking a tea or coffee.

cafesk

I threw together a simple sketch of my idea in Photoshop.

 

As I used Maya to help me make my model sheet, I decided to do the same for my final render. I made a plane on the ground and used basic shapes and box-modeling to create the outline of my scene. Taking screenshots from different angles in order to find the perfect framed image to build onto and put my character in.

Games Art: Extention

As we had several deadlines in a row  on the 11th/19th/20th and 22nd the Games Art submission date was pushed back one week to allow us to compete our projects to a good standard. This gives me more time to make a detailed model sheet and a final render of my goat character.

Games Art: Model Sheet Pt1

Now I’ve chosen my final design for the body shape, colour and attire of my character, I can now make a reference/model sheet for him.

 

After my group project, i learnt the importance of having a reference in a T-pose. There are a lot of difficulties that can be avoided simply by using this default pose especially when it comes to rigging and animation. However, since I still wanted to have a natural-looking character, I relaxed the pose very slightly.

 

I started the Model sheet by box-modeling a rough in Maya in order to gain the proportions I was looking for – the main issue I had was with the length of the upper and lower legs and the proportion between the two. After some tinkering, I found a balance that was visually appealing while still realistically being able to stand and hold his own weight.

Capture5

I added some edge looks and rotated/scaled the edges of my model to get the rough shape I wanted, however the low resolution mesh was far too box-like, while the smoothed mesh was far too flat. I used the 2 view [smoothed with wireframe] to get a good idea of what I needed as this mesh would only be used as a reference point.

 

refsheet

Using screenshots of my model, I sketched out the details of my character. This also made the process of lining up the model slightly easier as I could roughly sketch out and line up the shapes before adding details.

Above you can see my finished reference sheet for Scape. I included the final character variation to elaborate on details such as the face. A second version was made with his attire shown, but in it;s own folder group so I could reduce the opacity for the ease of modeling.

 

Overall, I am quite happy with my model sheet, although I did not include details such as a bird-eye perspective or details such as the inside of the hands. Although some of these details are included in the 3/4 view from my character variations.

Games Art: Character Variations

In order to compare designs, I needed to make a document that compared different designs. I started by sketching out a base to build upon,

Capture

then changed small details about the goat’s design such as the horns and hand/hoof designs. Then I used my photo reference to make pattern/colour variations for the more realistic designs, and made some of my own more outlandish colourschemes.

 

Using my favorite features from all the various designs, I combined these attributes and chose the colourscheme I liked the most – being the 5th – and made this into a base in order to make clothing variations.

By combining the flannel pattern with the scarf and glasses., I felt that this design was a perfect balance between unique fur and a simple attire.  This would be my final design for my character.

Games Art: Sketchbook Studies

As part of my research into goats, I done several sketches from photo reference to better understand their shape and anatomy.

I selected a range of breeds in order to get a better understanding of the core workings, as well as an insight to similarities between different types of goat.

I looked in detail at the anatomy of the hooves, horns and face shape as these are two largely defining characteristics of this animal.

Goat Part II – Thumbnail Sketches

10 Thumbnail sketches exploring level of anthropomorphism and style.

In reading order (left > right, top > bottom) my silhouettes slowly increase in human features. The first being a very stylized goat with few human features, to a human with some goat ascetics.

5 & 8 are my favorites from this exercise.

The 5th silhouette is a goat’s anatomy stood on it’s hind legs. Reflecting a world where animals, like goats, could be in place of human characters while still retaining all of their animal features.

The 8th I would consider to be 75% human anatomy, but with the appearance of a goat with man of the features that define them. This would give the character a very defined appearance, and relateable to the human-audience.

thumbnail_1.png

Games Art: 4 Values Task

This task was to use only four values in order to make impressive lighting and dynamic form. I Sketched out my character beforehand, before blocking in the entire drawing with 85% grey. Then adding details based on where the light hit the character.

  • Upward facing surfaces would have the lightest colour,
  • forward facing the second.
  • And black used for details and heavily shadowed areas.
  • The Part between these was left at 85% grey.

We also had to use 100% pressure and smooth lines for this task. Which I used the Pen tool/vectors to help this process.

 

He was given the name V-Sync by my housemate due to his monitor-head. I liked it.

Games Art: 2D Character Design

Anthropomorphic Goat character OneSheet

with basic information to base the character’s design from.

onesheet

Research:

In order to get a better idea of what my character might look like, I researched into various breeds of goats as well as fantasy illustrations and cartoon goats. This gave me a varied overview of the many different ways I can develop my character.