Sunday 25 October 2015

Creating Lava And Lava Creature






In class we were shown different ways of producing lava . We produced an example on a pic given to use to basically fill in the gaps o the rock to what we think exposed lava will form.


This is the example we worked on in the lesson.
Producing a black background really helps the showing of exposed lava in the rocks.







Inspirational imagery.


















I came up with a few ideas of rock positions and heads.


















My Process on development:
I developed the design of my creature from the rocks studies that I have looked at creating odd edges and uneven scale of body parts.
I then created a dark grey scale for the creature as well shadows to develop it further.
I started to render the rock image together with dark colours for the lava to stand out more.
As seen below I painted on the lava where the cracks of the creatures body to show the exposed lava flowing around the body. At the end I placed a black background on to the character for audiences eyes to be captured around the lava of the body.












































































The Final Out Come.






























Elf and Dwarf



To develop the characters we need to understand body proportion of a dwarf to an elf with the right scales.
Elven proportion are more of the thin nature and taller than a Human while the Dwarves are on the smaller scale but wider.






Friday 23 October 2015

Pixel Art


Robot designs.

Inspiration:


















We were told to develop a robot using the pixel technique via Photoshop allowing to develop a 3 dimensional view point of pixels.









Wednesday 14 October 2015

Battle Arena



We have to design a battle Arena for a project.

For the design I'm thinking of creating a isolated arena either in the ocean, mountains or desert. for inspiration I've studied films but mainly games such as Mortal combat, Smash Bros while films such as Star Wars and gladiator where the shape of the arenas in both films stand out more that the location.
 
 
 
 
My first construction via Maya.
 
 
 
 
 
I began to create more basic shapes of how I want my battle arena to look like.
Moving from the base I started to created the platform in which the base is being placed upon.

 
 
 
 
I wanted to work on the landscape of the arena because I need to know how much space there was going to be for everything. 
This is my design board in which I wanted my arena to look like.
 
 
 
 

I didn't like the way I produced the landscape so I decide to create it differently with a built in arena on the side land.


Sunday 11 October 2015

Visual Arts Creating a game.

 
 
 
Inspiration:
What I  looked into is the film cabin in the woods where a lonely cabin in the middle of a forest is but underneath everything lies a secret organization.
Mod board:
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
One sheet.
 
The guide of what I'm basing my game on.
 
 
 
 
 
 
Story Board.
 
I drew out a basic template of what the story of the game will be like.
 


 
 
 

 
 
 
 
Map plan.
 
This is the layout of the sequence of gameplay that I will be making for my game.
These images show the inside layout of the house the corridor down towards the facility where its built like a maze. What I want to produce is a dirty old house on ground level while lying underneath is this pristine white and clean facility.
 
 
 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


Thursday 8 October 2015

Future Gun Designs


We have to design a futuristic gun that can be use with the range of Scfi, the weapon can be either one handed or two handed depending on what we liked.
 For inspiration I have look at games such as the Call of Duty franchise but more importantly Advance warfare, Black ops2 and MW3. As Well games such as Gears of War and Halo where each of these game show a different depiction of what guns will look like within the future.

Inspirational images:

 































What I have designed is a Western Style rifle remade to use Plasma energy instead of bullets, keeping the original frame in mind I developed the barrel of the rife to be more agile when shooting while the middle section is the plasma count as well the stabiliser to support the plasma when firing.




Saturday 3 October 2015

Crustaceans Silhouette Designs

Research:

When looking for inspiration I went to the library where I found the book on the New Godzilla Film directed by Gareth Edwards called 'Godzilla The Art of Destruction' inside showed all the designs for the characters but more importantly the monsters. What I found was the exploratory stage of the artists looking at the legs and bodies of sea creatures and insects.
Then I started to study on hermit crabs due to their hard shells as well Cephalopods where form there I started to explore the extinct creatures.















After studying the work from Godzilla I came up with these where I went fro evolved beings than anything else but when working I began to realise that I needed creatures that could be more relative towards xo-skeletons.


















Final designs

What I went within the end was the legged creatures because to me they resemble to me being able to survive underwater than the others, I really enjoyed the project due to the freedom on what we could have develop but if I had another chance to do it I think ill develop there capabilities more for underwater movements,






Using Maya


Creating a Barrel

I was given the task of create a Barrel form the programme Maya which turned out to be more difficult than it look due to me never touching the programme before and all the stages need to visual make it s well sculpt it.

What I enjoyed
Due to this being the first time I've used to programme there is little I enjoyed due to the concentration needed to understand what everything does basically try and error system seemed to work out for me when making the object.


The Problems
What I didn't understand through the process of making the barrel was the complex buttons the you needed to know as well the instruction of how to add colour which left me in all different ways that I needed to start again but all was needed to understand the programme better.

Friday 2 October 2015

Perspective Drawings

 
 
 
 
 
Testing out Perspective Drawing technique.
 
Knowing Perspective drawing is really important because when ever I'll be designing an environment or vehicles knowing the horizon line are placed will always make the image have its distance.
I enjoyed doing this because not only its importance but the step by step walkthrough that was provided really helped when doing this I would like to do this again.
 
 
 
 

Thursday 1 October 2015

Robot Designs


Robot Design
 

 
 
 
I designed these two robots in the mind of war where I based them from films and games such as the Terminator franchise as well the Star Wars franchise.
 
The concept around my first design is all about stealth and quick movements so develop a humanoid droid with the capabilities of moving fast and have the programme to take out without restrain is what I wanted to produce.  

The Second design is from inspiration of the Sentinels from the X-men franchise where these machines designed to keep order and capture mutants. What I wanted to show is a machine from a dystopia future guards of the new world seeking out any human life.

I mostly used films to gather research for all my robots and some books such as the concept art for Gears of War which gave me the idea of the dystopia waste land robots.