Wednesday, 14 March 2012

First concepts

These are my first concept ideas for the doors. I began looking at all the concept art and screen shots I had gathered and began creating my own door which would fit into the world. These are quick rough concepts to start the process.

Mass Effect

Fable

Bioshock Infinite


Tuesday, 13 March 2012

Beginning of BA3

So it is the start of a new project, and I am really excited about this one. Digital Modeling in Maya. Our first task is to pick a game. Easier said than done with me, I have so many I love. My first thoughts were Mass Effect, as it is my favourite series of game, plus the environments are so rich and beautiful. However, I thought it would be best if I looked at more than one, drew a few concepts and went from there. So the next game I looked at was the Fable series. This is also because the environments are unique and artistic. And finally I looked at Bioshock Infinite. From the trailers I have seen this game looks beautiful, and I decided to track down some artwork on the buildings to see how the doors look.
Here is my research on the concept art for each game.

Mass Effect
I chose Mass Effect as since I played the games, this futuristic look has appealed to me. Also, there are so many different worlds in this game, which means I can explore lots of different looking doors. From the concept art below, you can see just how rich and beautiful these environments are.










Fable
I chose to look at the Fable series initially because I thought about creating one of the doors from Bowerstone Industrial, which is covered in comedic posters. Then when looking at the concept art I realised how many different possibilities there are with the doors in this game, each one unique and beautifully created.












Bioshock Infinite
After looking at Fable and the Industrial look, I went to Bioshock and its American 'floating city' look. After watching the trailers I realised how beautiful this world is, and after looking at the concept art I thought this may be a good world to base my door model on.












After studying all three games and their artwork, I will be creating a few different concepts based on each to give me a good choice as to what will look best.

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."
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.
 





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





This is my jump cycle, the first video is my first try at animating it all, as I started off finding it very hard to get looking right. I am happy with how it has come out, and the software is becoming a lot easier to use now.

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.