Tuesday, September 30, 2014

September Monster a day challenge - Completed



Around mid September I did an ImagineFX tutorial of a one hour monster, and this inspired me to set myself the challenge of completing a number of monster designs each day, based of this chart I created:

Monster a day, 1 hour challenge:
September 14 - Mammal Biped

September 15 - Mammal octapedSeptember 16 - Microsopic Deep sea Biped + Multiple arms/wingsSeptember 17 - Mammal Arachnid Quadriped + 2 arms/wingsSeptember 18 - Space Insect Quadriped+ 4 arms/wingsSeptember 19 - Mammal Space Quadriped + arms/wingsSeptember 20 - Arachnid Insect Biped + Multiple arms/wingsSeptember 21 - Space Mythological Quad + 4 arms/wingsSeptember 22 - Mythological Microsopic Quad + 4 arms/wingsSeptember 23 - Insect DeepSea BipedSeptember 24 - Insect BipedSeptember 25 - DeepSea Space OctapedSeptember 26 - Mythological Quad + 2 arms/wingsSeptember 27 - Arachnid Space Biped + Multiple arms/wingsSeptember 28 - Microsopic Mythological Quad + 2 arms/wingsSeptember 29 - Deepsea Mammal Biped + Multiple arms/wingsSeptember 30 - Arachnid Mammal Biped + Multiple arms/wings



September 15 - Mammal octaped
September 17 - Mammal Arachnid Quadriped + 2 arms/wings:
September 19 - Mammal Space Quadriped + arms/wings:
September 20 - Arachnid Insect Biped + Multiple arms/wings:


I started out doing the whole process but by about the third day I realised I wasn't happy with the thumbnails I was doing and how it effected the end product, so I cut it back and concentrated on the silhouettes rather than completing it to a colour illustration. here is the results:


September 14 - Mammal Biped:
 Thumbnail:
Illustration:



Thumbnail:

Illustration:





September 16 - Microsopic Deep sea Biped + Multiple arms/wings:

September 17 - Mammal Arachnid Quadriped + 2 arms/wings



September 18 - Space Insect Quadriped+ 4 arms/wings:

September 19 - Mammal Space Quadriped + arms/wings:

September 20 - Arachnid Insect Biped + Multiple arms/wings:
September 21 - Space Mythological Quad + 4 arms/wings:
September 22 - Mythological Microsopic Quad + 4 arms/wings:
September 23 - Insect DeepSea Biped:

September 24 - Insect Biped:

September 25 - DeepSea Space Octaped:

September 26 - Mythological Quad + 2 arms/wings:

September 27 - Arachnid Space Biped + Multiple arms/wings:
September 28 - Microsopic Mythological Quad + 2 arms/wings:

September 29 - Deepsea Mammal Biped + Multiple arms/wings:


September 30 - Arachnid Mammal Biped + Multiple arms/wings:
and to end I illustrated one of these:



Looking back at the images, and the experience, I really want and I think need to improve at each step of the initial tutorial, starting with the thumbnails, which is a challenge I will set for October.  In terms of the challenge I certainly believe that its been of great benefit, even if just motivating me to spending that time just on development rather on a particular project.

Major Assignment Week 6 - First Level

A lot of what I did towards the major assignment was tweaking this week, I got a lot of my teammates assets, cleaned up, scaled and then into unity, added some polish to some textures and progressed the first level environment closer to the final layout.  In terms of assets I also did two sets of stone stairs (one set pictured in the screen shot below).



Since then I've been learning 3ds max, which is taking me a bit longer than I thought it might in getting comfortable modeling in it, but I hope to do a number of castle ruin type assets in 3ds max both towards this project and for my portfolio.

Friday, September 19, 2014

New Facebook page up



As I'm heading towards the end of my Advanced Diploma in professional game design (Art) at the Academy of Interactive Entertainment (AIE) I've been working to get my web presence established on several platforms, and so in aid of this I have a new Facebook page up at:

https://www.facebook.com/Art.Chris.Beacock

Please come and like it for frequent updates and work in progress.

I've been working on the redesign of my website as well and it is progressing nicely, still determining what exactly to put up, but should have developments on that front shortly.

Wednesday, September 17, 2014

Major Assignment Week 5 - Grasses, Flowers and Gardens

This week I focused on fleshing out our detail terrain items, such as grass and flowers.

I wanted to add some "man made" gardens for the spring level, for use in a feature area in the first level, so I modelled and textured a Garden Bed:



I then Completed a set of Grasses for use in terrain painting:
Cord Grass:



Echinochloa Crusgalli:



Fountain Grass:


Hair Grass:



Oat Grass:



Purple Millet:



Reed Grass:



And then got to work on flowers:

Garden Flowers:

Daffodil:



Gardenia:



Gerbera:



Rose:



Tulip:



Wild Flowers:

Alpine Catchfly:



Alpine Gentian:



Bee Orchid:



Bird's Eye Primrose:



Chamomile:



Heather:



Lavender:


and Here's an in engine Screen shot:


Monday, September 15, 2014

One Hour Monster a Day Challenge

Yesterday I created and started a monster a day challenge, based off a Imaginefx tutorial, and decided to do this for the rest of the month, the details are below.  Above is the image for day 1, I will be posting each days up on facebook, and then will do a blog post with all the images at the end of the month.  If you are following along with this challenge please comment so that I can see your work.

Monster a day Challenge

Was looking at the 1 hour monster tutorial in ImagineFX (july 2009) and decided to do one a day for the remainder of the month, if you want to join in here is the challenge:

Monster a day, 1 hour challenge:

September 14 - Mammal Biped
September 15 - Mammal octaped
September 16 - Microsopic Deep sea Biped + Multiple arms/wings
September 17 - Mammal Arachnid Quadriped + 2 arms/wings
September 18 - Space Insect Quadriped+ 4 arms/wings
September 19 - Mammal Space Quadriped + arms/wings
September 20 - Arachnid Insect Biped + Multiple arms/wings
September 21 - Space Mythological Quad + 4 arms/wings
September 22 - Mythological Microsopic Quad + 4 arms/wings
September 23 - Insect DeepSea Biped
September 24 - Insect Biped
September 25 - DeepSea Space Octaped
September 26 - Mythological Quad + 2 arms/wings
September 27 - Arachnid Space Biped + Multiple arms/wings
September 28 - Microsopic Mythological Quad + 2 arms/wings
September 29 - Deepsea Mammal Biped + Multiple arms/wings
September 30 - Arachnid Mammal Biped + Multiple arms/wings

I was hoping they would have the tutorial up on their website, but it doesn't appear in the search, but it is in this issue:
http://www.imaginefx.com/02287754332295307100/imaginefx-issue-45.html

I have found the video component however:
https://www.youtube.com/watch?v=kAF0ZE205_g

Saturday, September 13, 2014

Tutorial - Basic Concepting part 1 - Environmental Assets- From Start to Value

Here I will be providing a quick tutorial on basic concepting of environmental assets, I'm not by any means a fantastic concept artist, but I hope that this description of my workflow when concepting will be of use to beginners trying to get there head around the process.  I hope to continue this tutorial through other stages such as modeling, texturing, and so on, as they fit within my major assignment.

While creating this tutorial I listened to BMA Sessions with Dave Scotland: http://www.mixcloud.com/bmasessions/

Like on Facebook: https://www.facebook.com/BMASessions?fref=ts

Step 1 - Collect initial reference


First thing first jump online and find some reference images of the asset you wish to create.  For this step don't worry too much about the quality of the images, just try to get a handful of different designs that you find interesting.  We will collect more specific reference in a later step.  Google images is perfect for this initial search.

Step 2 - Use the reference to sketch out the object.


Spend a little time sketching from the photos to get a feel for the object, the more varied your reference images, the more feeling you'll get of it in 3D space, and the easier it will be to draw your concept of it, as you will get a feel for what design choices you can make.  If you're confident or have time pressure, then you can skip this step, but I find it very valuable step in the process and have noticed that the final image is often better where I have done this.

If you have difficulty drawing from reference (or real life) I would recommend checking out the tutorials on CTRL Paint under the 2.) Traditional drawing section (it may also be beneficial to go through 1.) as well), I think that the Drawing Shape: Contour and the Drawing Shape: Linear Block in will be of specific use to you.

Here are some sketches I completed while concepting for my major assignment, they were done in an application called Mischief (later ones in Photoshop), but you can use any program you are comfortable with:





Step 3 Thumbnail Silhouettes


In this step start sketching out ideas in black, I like to block out the shapes first and then refine and add detail with the eraser and a smaller sized brush.

Block out:

Refinement:



Further Refinement and detail pass:


This stage is more about getting your ideas down (quickly) so don't worry too much about getting the perspective right at this time, as long as it conveys the shape you're after.  If you doing this for a client (and if you are I doubt you'd be looking at this tutorial ;)) this is probably what you would first send (they will usually specify numbers) and they would select the ones they like for further development.

Here are the silhouettes I completed for this as an example:



I'd recommend checking out the more indepth videos of Silhouette sketching from FZD design school on youtube for instance these two videos:

EPISODE 30 Character Silhouettes part1
EPISODE 30 Character Silhouettes part2

Step 4 Reference


Now that you've made some rough design choices in the silhouettes its now time to collect specific reference for the assets, ones that will allow you to check values against, and that give you a good idea of the surface detail.  These may even be from objects not directly related to the object.

Step 5 Value


At this point you receive feedback or choose those designs you find interesting from the thumbnails that you'd like to develop further.  Here I flatten the silhouette image, and select a number of squares equal to the number you're going to develop, which in this case is four (one of each) but normally you'd do a lot more.
With that highlighted I then CTRL+C to copy the selection, and then go CTRL + N to create a new document, it should size to what is in the clipboard.  I then CTRL+V to paste in the selection to get the lines and then erase what is there, although you could just redraw the lines.  I then select, and copy and paste the silhouettes I want to work on into each of the squares.

Once you have the silhouettes arranged its time to resize it, which you can do through the image, image size.. option.  Make sure to chose image size rather than canvas size as that option will add empty space to the image rather than scaling the whole thing.  I multiply the size by the number of columns and rows you have pasted across, so in this case was 200% each way, but if you have more then resize accordingly.

Once that is in place I like to start looking and correcting for perspective at this stage, a good tool for generating the grid for this is Carapace by Epic games: http://epicgames.com/community/2012/11/free-art-tool-released-thanks-to-epic-friday/

To use select the part of the image and CTRL+C then open carapace and CTRL+V.  Now try to locate two lines along a plane and right click drag to draw a line on each line of that plane, then CTRL SHIFT 1 to add a vanishing point where they converge, do the same for the opposite angle and then CTRL SHIFT 2 to add the second vanishing point.  You may notice that your horizon line is skewed in one direction, use the mouse wheel to zoom out and then correct one of the vanishing points (left click drag) so that it is straight.  once this is pretty right ctrl+C to copy and then back in photoshop ctrl+V to paste the grid.

Now drag that layer under your silhouette and set the silhouette layer to multiply so the grid shows through.

Repeat for the other images.
Note that for organic forms such as the trees and mushroom in this example, this isn't all that important, but I do it for this anyway as part of the example.

Also note where you have put the top or bottom of surfaces in the silhouette (even if they're not actually visible) as this will help determine where the horizon line should be.  No top sides should be visible above the horizon line and no bottoms below.

It should look something like this:


Then use a combination of the transform tool and the brush/eraser to correct for the perspective.
I like using the warp tool (within the free transform to correct for this)
and you may also find the edit, transform, perspective tool to be of good use as well.
Mines doesn't appear to be too bad, so I've just tweaked it here and there.



You could of course leave perspective until the colour phase, but I find it easier at this stage as you have less to correct, you don't have to repaint a lot after adjusting.

Now we can get to the actual painting :)

I tend to start by adding the swatches palette in to the colour bar, and resetting to default so that you have the greycolour swatches, and then I select about the 90% gray, and start painting in the dark areas on a new layer as I like to work from dark to light.  I'll work across all the images in this first and then move down the grays until about the 55%.  Work off reference and this will be a lot easier.  Also with man made objects with straight lines remember the shift to draw a straight line (horizontal or vertical) and the click, shift click to draw a straight line between two points.

Another thing that will need to be decided on before we get too far is the light source and its direction.  For these I tend to keep the light pretty simple and just have it from one direction, for complete scenes and characters however it will get a bit more complicated.

As you're working try not to alter the silhouette too much, and keep in mind the perspective lines.

90% Gray:



At 90% gray I try and just get a feel for the form, for the trees I mainly try to get the trunks and branches in roughly even if its going to be obscured by leaves, for the branches I will probably leave them at this value, unless of course its going to be in direct light.

80% Gray:

This is were I decide on light source direction, and mark this in on the perspective layer so that I remember.
You'll notice on the mushroom I've indicated bounce light.




70% Gray




60% Gray




50% Gray




40% Gray




30% Gray




20% and 10% Gray


As I get closer to white, I change the background colour to a dark gray so that I can see the marks a bit better.




Step 6 Clean up


Now I clean up any stray lines (like those around the mushroom and birch tree) and carefully erase any black I don't want (like around the highlight areas) and I add a bit of a background to help make them stand out a little more.  Last thing I do is add my signature.


And there we have a value concept, In the next part we will pick one of these and take it from the value image through some colour comps, adding a background and through to the finished Colour concept.