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Showing posts from April, 2019

Saint-14

This is an illustration that I created whilst I started at my new course at Newcastle College, I felt like I had begun lacking on my 2D work whilst working in 3D, so I wanted to essentially warm up before jumping straight back into drawing. At the time I was obsessed and practically still am, with a game called. 'Destiny,' and this is a character called 'Sint 14.' He's my favourite character throughout the game and whilst I was in a 'creative mood.' I thought I would draw him and even throw some of my own twists in here and there, in this case, it was the skull. I was quite happy with the way it came out. The artwork itself was created within a programme called 'Zbrush,' this is a drawing programme on the Ipad Pro that utilises the power of the apple pen, at the time I had only recently begun using it, so all things considered I was quite happy with my first try and hope to keep on improving. [IMAGE BELOW].

Ashley Wood Robot infuence (RESEARCH)

As I usually work in 3D software when I got my unit for character design I was a bit lost. I knew what I wanted I asked for advice on what I should look at to get my style onto a 2D format.  It was suggested to me that I should look at Ashley Wood she does a lot of paintings of the robot in WW1. the paintings are amazing and they are my main source of reference and influence right now so I want to talk a little bit about them. The first one I want to talk about is this one above. As you will see below most of her works is very light and the tones are almost the same as the next. This one is a little different. The colours are so much more defined. I really prefer the dark tones lighting up the detail and the white clouds help the robot and person stand out more. I just really like the colour pallet in this one. I really like all the earthy tones and how dynamic the scene is. It's not static and it really looks...

SFM Editor:

So I actually created this a few months ago whilst I was messing around in SFM. SFM is a rigging software that's available on Steam, that allows you to import models from games or movies, that have already been rigged, this allows you to pose models for posters or even animate them for animation. This is used quite a lot within the gaming community to create fan art or like I said, animations. In this case imported a model of Master Chief from my favourite game, 'Halo.' Here I rigged up the model and then exported the render into photoshop to do some graphic design work to make a new wallpaper for my PC. I was quite happy with the results considering it was my first time using the programme. [IMAGE BELOW].
Character Design: This is the first iteration of some silhouettes for the character that im currently designing. These are robots based around the era of world war two, meaning they are put together from scraps of metal, parts of missiles. They are large, slow and clunky, but they can take hits and are usually used as fodder during the war. So far im quite happy with the forms that i have, its also fair to say that Ashley Wood is a big inspiration for my work.
I've been Showing a lot of work that has either been created specifically for a project or for some other kind of purpose, so I thought I would dedicate this post to show one of my personal projects that set myself during my time at Teeside University. I wanted to learn abit more about organic modelling. The best way to go about this is to use Zbrush. As I am not the best at Zbrush i thought id take this as a personal learning experiment. I created my own personal recreation of the Xenmorph from the movie 'Aliens.' Th model itself wasn't to hard to create if I'm completley honest, but it was alot of fun. I had a great time experimenting with different forms to see what would work best, and that was the whole point in this personal project, to take a step back and just have fun and mess around with all the tools that Zbrush has to offer. Once I created the model, and rendered the image within Maya's Renderman, I took the rendered image over to Photoshop. Here i c...
My First Model: Although i am attending Newcastle University, I did attend another place of study before making the decision to transfer. I originally studied at Teeside University and although this wasn't the place for me, I did create some work that i was proud of. For my first ever 3D project i was told to create something of historic value. Considering this was my first 3D project and i was a beginner at the time, this was very challenging however after endless hours of studying both Zbrush, Maya and 3D coat i eventually created something that i could say i was proud of. For the project, I decided to create a gladiator helmet. This took along time to make as it went through various iterations before it eventually took this form. The process however was quite simple. I created the base model within Maya, in which i then exported the OBJ and imported it into Zbrush. From here i added dents and scratches to make the helmet look battle damaged, as well as some patterns to add ...
Now that i have began my character design project, I wanted to start off the project by researching into various artists and techniques that could help me throughout the project. The two most important subjects that i looked into were character trends and character boards. Obviously, this is a character design project so looking into how to create a strong and impressive looking story board is important, additionally character trends help as i can see what makes a strong design in general. Seeing what makes a character work and what doesn't work is vital information when going into this type of project. I also looked into various artists that use certain techniques and art styles that i believe may help me within my project. Below you can see the research pages that i put together within my sketchbook:
Whilst working on 3D project, it gave me a chance to update the textures on my bat mobile. This wasn't so hard to do, i simply updated the textures that were already applied to the car. I changed the texture from matte black to a damaged black metal. Additionally i also updated the wheels on the car to give them treads, something that the wheels didn't have previously. Batmobile Render:
Last project I was assigned a 3D task. The task in hand was to create a 3D animation using pre built or your personal models. This task gave me the chance to experiment with the renderer Octane. Octane has been growing in popularity very recently within the Animation industry. Using Octane i was able to experiment with displacement maps, displacement maps are able to generate polys from a singular image. I used displacement maps to generate some additional detail on the buildings that are placed in the scene. You can see this below. Here is a preview render showing what the displacement maps can do, its quite excessive at this point however I did tone it down in the final render. That being said this is a great example to show you what these maps can do. Below you can see the displacement map that I used the detail it generated. Displacement Map: Render:
This is a model that i created in Maya last summer. I got the idea to create a one handed flame thrower after playing dead space 3. I thought I would post this piece of work as I hjave recently started to texture this model, but not by the stanadard means. I rendered a single PNG image of the flame thrower and I loaded the image into pro create on my ipad. Using  an apple pencil I began texturing the weapon. Once i have finished and I am happy with the output I will  post the new render here to show the comparison.
Here are some further mood-boards that i put together showing what kind of design that i a going to try create, although a lot of these designs are similar they all have small differences that will help me within the development of my character.