Thursday, September 30, 2021

Week 05 - Use of Composition HW

 I choose Sparth as my target artist. A lot of his work depicts futuristic scenes outside. I was inspired particularly by his floating mountain digital paintings. I chose a radial composition that leads the viewers' eyes to the top of the mountain.


Inspiration: 






Monday, September 27, 2021

Game Asset Creation 101 – Proxy and Game Resolution Model Creation HW

I decided to create a crate for this project with a sci-fi theme. The box will look more futuristic when textured. Overall, the design is sleek on the outer frame. The most challenging part was modeling the honeycomb pattern for all of the sides.  

Beauty Shot:

Wireframe:

Asset in UE5:

Beauty Shot of Proxy Model:

Proxy Model in UE5:

Reference:

 

Thursday, September 23, 2021

Week 04 - Use of Basic Lighting HW

The most challenging part of this assignment was finding the right lighting. I set the key light to the top right corner and angles the rim light 45 degrees away from it like in film. I lowered the intensity of the sky light, which acted as the bounce light. For the digital recreation, I created alpha layers and only used a soft round brush and airbrush to create a hyper realistic look. The cube was difficult to shade because of the metallic material and the reflection from the emissive object.

Original:

Digital Drawing:

Unfortunately, my screen recording ate up my memory and stopped recording the last third of my process. I estimate that the video is about 4 hours of work compressed into 26 seconds. In total, I spent about 6 hours trying to get a hyper realistic look.













Monday, September 20, 2021

Module 1 Week 04 - Blueprints and Sequencer/Rendering In UE HW

The more complex blue prints were a bit of a challenge, but I eventually connecting the nodes to each other and could test out the examples on my models. Setting up the camera and rendering the shot in UE5 was fairly easy for the second part of the assignment.









Thursday, September 16, 2021

Week 03 - Use of Value and Contrast Homework

I chose to use the Alien with Bug Eyes image for this project. I wanted the focus to be on the face, especially the eyes, which is why the face is the lightest. The bottom has more affinity between the darker shades. I had some difficulties tweaking the threshold of the line art given, so I mostly just made the lines darker in the face shadows layer. Overall, I went for a more blended look.






Monday, September 13, 2021

Module 1 Week 03 - Hierarchy's In Maya Intro To UE HW

 The first part of the assignment was pretty simple with setting up the hierarchy in the Outliner. 


Here is a short demo of the crane in action with the correct hierarchy. 


In Unity, I experimented with the orientation, emission, and color of rectangles in the background. 




For the last part of the assignment, I created an environment by mostly extruding and beveling primitives. 




                          

Thursday, September 9, 2021

Week 02 - Use of Silhouettes Homework

I decided to redesign the Wicked Witch of the West for this assignment. I wanted to keep to original concept of the character as being a villain, instead of having the character have a softer design like in Wicked. When building the silhouette, I used many triangles and made sure her features were very sharp. Her hat is the only feature that stays with each variation because I believe it's the most iconic part of her design from the original. Because she flies on a broom, I also wanted to make sure she had something that would flow through the air with each design.

 




Monday, September 6, 2021

Module 1 Week 2 - Basics of Topology HW

Here is this week's homework. I definitely had the most trouble quad drawing and working with nurbs. Paneling and fencing were new concepts to me, but were easy enough to understand. I created the Robot's shoes out of nurbs to get more practice. Everything else was created with normal box modeling.





Thursday, September 2, 2021

Week 01 - Use of Basic Shapes Homework

 

This week's assignment was the first time I focused on mainly the shapes to describe the character. This exercise has gotten me to think how I could redesign previous character I drew to push their personalities visually. 

The circle-shaped character is the first monster I have ever drawn. The curves of her body soften her appearance of being a creepy monster with eyes and mouth on her hands and feet. Overall, I wanted to show an awkward teenager monster who is really friendly. Her eyelashes, teeth, and nails are more pointed to not make her look too soft life a teddy bear. 

The second character, the square-shaped one, is a mad scientist alien who replaced his brain with wires and is basically a machine now. His boxy appearance makes him seem stubborn in his ways and sturdy. 

The triangle-shaped character is based off an octopus. I reimagined the tentacles to be sharper, making more of a pointed shape. Her arms, outfit, legs, and feet are triangular shape to reflect her unpredictable behavior. Even though triangles are usually found in villains to convey their dangerousness, I used her triangle shape to build an outgoing character. Her sharp details show that she is fun and dynamic  

Final Delivery

For the final I colored a matte painting done by a team member and helped implement the face shield opening montage at the end.