Thursday, 27 November 2014

DRAWING CHALLENGE : FUTURISTIC TANK (TWO POINT PERSPECTIVE)

So this challenge was to design a futuristic tank and have a drawing in two point perspective. I was told the final piece need not be detailed or coloured just to show a grasp of two point perspective and the "halfway to black" shading method. 

I started by deciding on something to based my initial designs around. I decided on a giant tortoise. as the shape fits that of a tank with the shell etc.


TANK RESEARCH DRAWINGS. 

I realised that the idea of legs would be a cool concept and whet to work designing in quick sketch for a couple of different design concepts. 



TANK CONCEPT 1.

This was my first concept but I quickly realised this resembled vehicles already done in film and game. so looked at shortening the legs like that of a tortoise and having a slightly protruding "head" to represent a drive room. I also wanted to add a more fluid curved look to my next concept.


TANK CONCEPT 2.
 This is what I came up with. I liked this design so decided to move on and produce a front and side view. 

TANK FRONT AND SIDE VIEW.

I liked this design but decided before jumping into a 2 point perspective drawing i would produce one of a simple hover tank with straight lines to get into it. 


SIMPLE TANK LINE DRAWING.

I first produced this I line drawing quickly sketching in the shape using boxes I had made in two point perspective. I then proceeded to add grey-scale shading, colour and finally clean the lines. 

SIMPLE TANK SHADED.

SIMPLE TANK COLOUR.

SIMPLE TANK NO LINES.

SIMPLE TANK FINAL.

Obviously this is crudely painted etc but as my first design I was more concentrating on the form and shape as well as getting the correct perspective.


I had originally planned to then move on to doing the same process but with my more complicated "Tortoise Tank" design however towards the end of the basis line-work I have had to leave it as it is as I have had issues with my Wacom Tablet. Once sorted I will upload the rest of the process. 


FINAL TANK LINE-WORK.










GAME : MAYA : WINGBACK CHAIR

For my level I need to design some props etc in Maya that will be present around the level. I will also be making the shells of the empty buildings (Cant be entered in the game) in Maya too. 

I will need some items for the interior of a house as my level will mainly be based outside in the street but towards the end will also be based inside on of the houses in the street. 

The first prop I thought of that also works in the Steam-punk theme of my level is the wing-back armchair. this creates a distinctive shape and a main prop in a room. A pair of these would greatly enhance the visual effect of a room.

(I will probably add more cushioning to the seat and back but as the level is just a basic one in unity this can be added later.)


WINGBACK CHAIR (NO LEGS) 1.

WINGBACK CHAIR (NO LEGS) 2.

WINGBACK CHAIR FINAL 1.

WINGBACK CHAIR FINAL 2.

DRAWING CHALLENGE : INSECTOID CHARACTER

So I was set the challenge of designing an Insectoid character, obviously meaning it must be based on or share characteristics of an insect or insects. I started off looking at different Insectoid heads and drew some of these to build from. 

RESEARCH DRAWINGS.

From this I focused on the right hand drawing (a type of mantis) and decided to develop a character from that just top get into drawing insects and their body parts. 

NIGHT-CRAWLER DRAWING. 
I decided I should produce some quick silhouettes to look at insects form and how that can be made slightly humanoid to make it a character. 

INSECTOID SILHOUETTES.
These helped me look at the insects more as characters. I reverted back to what I did for monsteres and created a character based on a spider sort of theme. quickly sketched with a pen.

DUSK CRAWLER HEAD.

DUSK CRAWLER.

I then quickly drew this in Photoshop too.

DUSK CRAWLER PHOTOSHOP SKETCH.

I started this intending it to be my final image but decided I didn't like it as a design and it wasn't as structured as other characters I have designed. so I started again.

First I drew a head for a character.

INSECT CHARACTER HEAD 1.

I also added shading, colour and background to this.

INSECT CHARACTER HEAD 2.

INSECT CHARACTER HEAD 3.

INSECT CHARACTER HEAD 4.

I also made this into a silhouette to use for the full silhouette for this character.

INSECT CHARACTER HEAD SILHOUETTE.
I then went onto producing the silhouettes for this character with and without the detailed head. 

INSECT CHARACTER SILHOUETTES 1.


INSECT CHARACTER SILHOUETTES 2.

I then made a side and front view silhouette. 

INSECT CHARACTER FRONT AND SIDE VIEW 1.


INSECT CHARACTER FRONT AND SIDE VIEW 2.



INSECT CHARACTER FRONT AND SIDE VIEW 3.

After getting to this point I then decided again I didn't like this design and moved straight back into silhouettes this time with a pen. I came up with these two designs.

FINAL INECTOID CHARACTER SILHOUETTE 1.

FINAL INECTOID CHARACTER SILHOUETTE 2.

I combined the two and came up with a final silhouette design in photoshop.

FINAL INECTOID CHARACTER SILHOUETTE 3.

FINAL INECTOID CHARACTER SILHOUETTE 4.










GAME : CHARACTER DESIGN

I Have taken to Designing a Character for my Game to go with the Level. My game is set in a Steam-punk style world and the main storyline is based on oppression. my character (The protagonist) is a former member in 'the guard' who are the enforcers of law written down by our villain character 'The Over-watcher' our character realises the over-watcher is oppressing and using the people and goes rouge and turns against him. these brief set of facts show me an outline for what my character should look like. He must fit in with the steam-punk theme, must have stature and clothing of someone who formally had power etc but also has been on the run. 


CHARACTER LINE SKETCH'S.
I first produced these quick front and side drawings, just to get some ideas of different shapes and styles of clothing. This helped me realise I wanted my character to have a Top hat and also a long coat. 
REFINED CHARACTER LINE SKETCH.
I refined these designs into one base design. It also made me realise I like the idea of a waistcoat over a rolled up shirt.

HAND DRAWN CHARACTER SILHOUETTES.
I took this base and produced some hand drawn silhouettes, as I have mentioned before a interesting silhouette is key to a successful character as it draws the eye. 
CHARACTER SILHOUETTES.
I continued to produce silhouettes in Photoshop and am happy with the results. there are many different shapes with a common theme so help me with ideas. 

CHARACTER PORTRAIT.

For a changed I swapped over to producing a hand drawn character portrait to get to grips with who my character is and what he will look like facially. I wanted longer hair as if it was kept tidy and slicked back but is slightly over grown.

CHARACTER PORTRAIT 2.

CHARACTER FACE PHOTOSHOP (WIP).

I also started to produce the structure for a character face drawing in Photoshop and will update when I have produced more.












PHOTOSHOP : TWO POINT PERSPECTIVE

I have been looking at using two point perspective. something I have done before but was in need of refreshing. this is the format in which 3 dimensional corner view designs should be produced so is very useful to me in designing characters etc. I will be producing more pieces in this style and uploading them soon. 

I quickly produced this street view to get back into the process: 


2 POINT PERSPECTIVE BUILDING SKETCH.

I quickly drew this up sketching with a pencil in Photoshop and shading with a large brush and a few greys. I was surprisingly happy with the effect given by this crude style of shading and will use it more in concept pieces as it is quick and effective. The Horizon Line is very important in this sketch too high and the buildings are to small, to low and they are too large and unrealistic. The bottom of the buildings are placed just below the horizon line to create the effect of looking at the buildings from eye level whilst standing on the ground.

I added a small layer of colour just to start a pallet. 

2 POINT PERSPECTIVE COLOUR BUILDING SKETCH.

Tuesday, 11 November 2014

DRAWING CHALLENGE : MONSTER

This drawing challenge was based on the topic "Monsters" a wide range of possible outcome could come from this. For my character I took inspiration from arachnids and such like creatures, this could provide things such as multiple eyes, Fangs and webs. I also chose arachnids as they naturally induce fear in a lot of people and would therefore work as a monster.

I first drew the shape in Photoshop using the pencil tool to get outlines etc. On a layer above this I filled in in grey scale including high and low lights using a large paintbrush. I then started shading on another layer this time using lines in different tones of grey, black and white. this added texture to the piece.
AUTUMN WALKER GREY SCALE PARTIALLY TEXTURE SHADED.

This shows The Autumn Walker with part of the texture shading. and partially just the grey scale.

AUTUMN WALKER GREY SCALE TEXTURE SHADED.

After this I added another layer, for colour and setting it to overlay. I shaded with a base burgundy colour and then added a lighter colour as the highlights and a darker on as the low lights. 

AUTUMN WALKER TWO ARMS COLOUR.
This was originally my finished design but after some thinking I also wanted to add a version with extra arms. Making it more imposing. 

AUTUMN WALKER FOUR ARMS COLOUR.



Friday, 7 November 2014

PHOTOSHOP : SPEED PAINTING

Today I have produced a two hour speed painting of a found image. this is helpful in getting me use to not only painting in Photoshop. but also painting scenes rather than characters and also to a time restraint. 


SPEED PAINTING (2 HRS)

I think I did well considering im not that use to digital painting let alone with a time restraint. the top left corner tree is probably what I spent most time on and I think that shows. this helped me focus on working effectively with layers and helped me understand how to split up an image. this was done with 8 layers (9 whilst doing the apples) Background (SKY), Mountains, Treeline Far, Treeline Near, Fence, Girl 1, Tree, Girl Near. detailed blending needs to be added but this exercise was concentrated on the habit of blocking in shapes quickly. 

Monday, 3 November 2014

MAYA : TURRET 2

This week one of my tasks Maya wise was to add detail to my previously made turret.
this was done on a separate layer and adds an aesthetic quality to the bulk of the shape.
I tried to use symmetry in this as the shape is very symmetrical to begin with. 

TURRET DETAILED 1.

TURRET DETAILED 2.

I have shown two sides of the turret. the sides are symmetrical but the front and back is different to stop complete repetitiveness. 

TURRET DETAILED BACK.


I have added cooling towers to the back to change the shape significantly. I'm happy with what I have done and did completely without help from the internet or other sources.