Topology basically looks at the areas of the body, and uses shapes to construct them correctly using 3d software. Here are some reference images I found which will help when drawing my own topology on my 3D model.
Blog for my Games art and Design course and Norwich University College of Art.
Wednesday, 22 February 2012
Topology Research
The definition of Topology is "the study of anatomy based on regions or divisions of the body and emphasizing the relations between various structures in that region."
Here is my topology on my 3D model finished:
Mudbox head done
This is my final Mudbox sculpt, I am pretty happy with the outcome. I found this quite hard to get to look right, but after some perseverance I managed to get the hang of the software as well as positioning and sculpting the facial features. Here is the turntable movie for my final render, as well as screenshots of the front and sides.
Monday, 20 February 2012
Jump Cycle
Run Cycle
This is a playblast render of my run cycle, which I am happy with, although it needs finishing touches done to it for it to be final.
Sunday, 19 February 2012
First Render Test
This is my first render test of my Mudbox sculpt, so I can see how it looks as well as get other peoples opinions on whether it looks like David or not. I am pretty happy with how it is looking so far, although there are certain parts of his face that need tweaking.
Animation walk cycle
Saturday, 18 February 2012
More progress
These are the front and side views of my Mudbox sculpt. I am pretty happy with how they are progressing, although from taking a screenshot I can see some minor tweaks needed to make it look better.
Drawings to help with my Mudbox Sculpt
To help get the areas of the face correct in my sculpt I decided to do some drawings of both the anatomy of the face as well as David. This will help me when sculpting his facial features and getting them to look realistic and like him.
This drawing shows the muscles in the face, and the location and placement of all the facial features.
This is my study of David, drawn from one of my reference images.
This drawing shows the muscles in the face, and the location and placement of all the facial features.
This is my study of David, drawn from one of my reference images.
Wednesday, 15 February 2012
Media Industries Research
Concept
Artist Research
CONCEPT
ARTIST
The
Role
Concept
Artists produce the illustrations that help Production Designers to
realise their vision for films. They work on big budget sci-fi,
fantasy, or historical films where visual and special effects are
required to create design spectacles, or fantastical creatures, or
other invented elements. Concept Artists may also be involved in the
development process, producing a series of illustrations that help to
sell the film to potential Financiers and/or Distributors.
Concept Artists are requested by the Production Designer in the earliest stages of pre-production (up to six months before filming is due to begin), and together they begin to conceptualise the visual content of the film. They work on a freelance basis. The Concept Artists' role is highly specialised, and there is a limited demand for this work.
What is the job?Big studio based films usually employ a number of Concept Artists who each work on a specific element, e.g., a fantastical creature and/or scene. If the screenplay is an adaptation, Concept Artists may analyse the original source material to gather as much descriptive information as possible; they may also work with Specialist Researchers who source and supply supplementary information and materials. Concept Artists work in the Art Department studio alongside the Draughtsmen* and Specialist Researchers, and often produce their drawings on a computer using Painter or Photoshop software.
After approval by the Production Designer, the drawings they produce are presented to the Producer, Director and Visual Effects Co-ordinator for discussion. The challenge for Concept Artists is to produce illustrations that are striking but also accurate and clear. Concept Artists continue to work on illustrations throughout the shoot and may often be required to change and adapt their original ideas as filming progresses.
Typical career routes
There is no typical career route to becoming a Concept Artist. Some may start their careers as Graphic Artists, Illustrators or Graphic Novelists; others have worked in Special or Visual Effects or in Animation, and make the transition to Concept Artist via storyboarding.
Essential knowledge and skillsConcept Artists must have up-to-date knowledge of computer illustration software packages, e.g., Photoshop and/or Painter. They must also be conversant with film imagery and have a good understanding of what Directors, Directors of Photography and Editors require from a scene.
Key Skills include:
- excellent illustration skills;
- effective communication skills;
- ability to visualise perspective and 3-dimensional space;
- a keen interest in design, architecture and film;
- ability to visually interpret other people's ideas;
- ability to be flexible and to adapt to change when requested;
- ability to work as part of a team;
- knowledge of the requirements of the relevant Health and Safety legislation and procedures.
Training
and qualificationsAlthough there are no specific training
routes or qualifications for Concept Artists, completing Art School
courses that emphasise draughting skills, graphics, and how to
conceptualise ideas are recommended, e.g., Fine Art, Graphics,
Illustration, etc.
TWO
COMPARISON COMPANIES
VALVE
What
they look for
We’re
looking for versatile, self-directed artists who have experience in
2D character and world design and enjoy working in a fast-paced,
collaborative environment. Your folio should, above all, demonstrate
originality, an ability to iterate, and an understanding of color and
form. It should also reflect a solid understanding of anatomy and
painting, and contain examples that show your awareness and
appreciation of Valve’s various Intellectual Properties.
Duties:
- Integrate into a multi-disciplinary team (6-8 people) and continually produce useful concept design based on the group’s collective conversations and decisions.
- Iterate quickly and submit work that solves problems rather than creates them.
- Self-manage and also be aware of the needs and requirements of those around you.
- Generate ideas and use 2D/3D work to communicate those ideas to the team.
Requirements:
- Working knowledge of 3D packages such as ZBrush, Mudbox, SketchUp, etc.
- Communication skills that allow you to describe your process maturely and succinctly
- Ability to change gears quickly when needed
FRONTIER
What
they look for
Concept
art is a key part of our development pipeline. We are looking for
concept artists with superb traditional skills who are able to define
and communicate a vision for our games and elements within them. We
strive to maximise the creative input from our art team, and we
currently have projects encompassing a range of genres.
Traditional art skills and extensive experience with Photoshop are essential.
Industry experience is important but not essential, as long as you have examples of high quality work that you have done. These do not need to relate to a game, but should show off your talent.
Traditional art skills and extensive experience with Photoshop are essential.
Industry experience is important but not essential, as long as you have examples of high quality work that you have done. These do not need to relate to a game, but should show off your talent.
COMPARISON
Both
look for:
- Traditional art techniques, painting.
- A knowledge of anatomy
- Ability to communicate a vision
- A talent in Art
Differences:
- Valve want industry experience, Frontier ask only for high quality work.
- Frontier want people with extensive Photoshop experience.
- Valve stress the need for a candidate to be fast working and be able to work in a team
Tuesday, 14 February 2012
Walk, Run and Jump cycle research
This is what I looked at for the walk cycle, I looked at how the legs and arms moved together, and studied a few images as well.
These are what I researched for the run cycle, a basic animation conveying the arm and leg movements, and also a step by step image on the movement.
This is what I looked at for the jump cycle. I decided to do a jump on the spot, and these two references helped with leg movement and timing.
Saturday, 11 February 2012
Anatomical Drawings
After looking at the brief set for the Animation project I got to work on studying Anatomy in drawing, attending the life drawing sessions as well as studying a book. These are my drawings so far, in order of when they were produced, as you can tell that there is an improvement.
First ever life drawing session:
This session had us looking at the face, showing the light and the shadows.
First ever life drawing session:
This session got us looking at the light bouncing off the body, using chalk on a dark piece of paper.
This session had us looking at the face, showing the light and the shadows.
In this session, we began looking at the hands, and then moved onto a perspective drawing.
This is the perspective drawing, I found this very hard, but I am quite happy how this came out in the end.
After this session I decided to do my own studies of hands, and found myself finding them easier to draw each time.
Thursday, 9 February 2012
First Mudbox attempt
After getting a whole new computer, I am now able to do Mudbox at home with no problems. Which is helpful to say the least. This is my first attempts at sculpting David's head and face, just trying to gain a rough look of the shape of his head and where his eyes, nose, mouth, ears and hair lay. I feel this is quite successful so far, although there is still much work that needs doing on the face as well as detail needed, everywhere.
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