Showing posts with label Digital Art Practice 2. Show all posts
Showing posts with label Digital Art Practice 2. Show all posts

Tuesday, 3 May 2022

Boss Monster

For the Boss Monster to fit in the Arena, she would have to look sick and taken over by mushrooms and rot. He design would have to be scary and aggressive, but at the same time it would have to reflect the fact she is a victim herself and sick from the corruption.

I put together a mood board first, where I found even more interesting types of mushroom I could use.


I had sketched some ideas beforehand, while working on the battle arena. I found a photo of the "ink mushroom" when putting together the moodboard, which inspired the idea of a veil hiding her disfigured face, only the eye, her weak point, being visible. 


I also sketched out some gestural drawings to understand how the character would move and get a feeling of her personality: she would be very quick, gliding above the ground and dashing at the player. 



I then drew some iterations, as I still wanted to explore different concepts. I had an idea of the witch having overgrown when she got corrupted, being stuck in her house. It generated the interesting design on the far right, which I absolutely love, but wouldn't have worked in the context of limited underground space, as the character would be huge and wouldn't have space to move.


I ended up going with the first option and iterated on that, drawing inspiration from the different types of mushrooms I found. 

Since I wasn't really sure which one to choose, I took the ones I liked most (1,3, 9 and 8) and detailed them.

The second and last ones weren't aggressive enough, while the third one wasn't clear enough, as you can't see the details on the face properly. So I went with the first one. I wasn't completely convinced about the horns though, so I made some more sketches of that.
I also detailed the ones I liked the most, adding some ornaments. In the end, I chose the third one as it conveys the Slavic monster image I was going for the best. 
I sculpted the character in ZBrush, then sent it to Photoshop using the Zbrush to Photoshop plugin. I am really happy with how the sculpt turned out, as it already had a good level of detail. making my job easier. 


I then only had to add some colours and details and it was done. This is the final outcome:

And a size comparison to the player character:











Battle Arena

The High Concept I chose for the Battle Arena was a corrupted forest, guarded by a witch. As the forest has been corrupted by an unknown force, the witch, who was the forest's guardian, was also defeated and turned evil while trying to protect and heal the forest.

To portray the magical but creepy forest vibe, I researched mushrooms and rot, and looked for photos of twisted tree roots. Before sketching anything, I put together my mood board:



I then drew some blue sky sketches, to get an idea of how my arena was going to look, what kind of shape language I was going for. I really liked the tree with the face, which I ended up using in my final work, although in a slightly different way. I went with the idea of the arena being underground, as that would make for a very gloomy, wet and rotten environment and would also provide really dramatic lighting. 

 

I then proceeded to iterate on the idea and also on different gameplay scenarios. I chose to go with the second picture, as I really liked the lighting and the shape language, like everything is tilted and pointing towards the centre, towards the battleground. The light beams are like spotlights pointing to a stage, directing the viewer's attention to where the battle is going to take place.


I ended up changing the gate, as the shape wasn't interesting enough and didn't provide a strong enough point of interest. So I sketched a few ideas:


After getting some feedback, I went with the spiral one, as it repeated the circular, twisted shape language I was going for. 

I then made a rough block-out in 3ds max, on top of which I drew he detailed sketch. I made the shape of the arena more bowl-like, as the cylinder shape created too many vertical lines in the scene and made it look small. 

I ended up using the tree as the entrance to the battle arena: The spirit tree that suffers under the corruption and underneath which the Boss Monster awaits. 

I also sketched out some gameplay ideas:


I then went on to figure out a colour palette. I used photos with different colour schemes and set them to Overlay as well as blurred them to generate ideas quickly.
I chose the first one, but added more of the green and brown from the tree in the arena to make it look more consistent.

I sculpted everything in zbrush, then used some of the textures I made for previous projects to get a even more 3D information for my arena. I got everything in Unreal and took a high resolution screenshot to use as a base.

I decided to use this close-up photo, as the arena should be the main point of interest for this project and I wanted to show all the details clearly. I ended up making the arena even larger, as it still looked a bit small for a Boss battle, where the player needs to have space to move and fight.

For the rendering, I first added the details without lighting information: I added some ferns and moss and the eye and mushrooms, as well as fixed some of the things from the screenshot and added some accents and contrast. 

At the end, I added the lighting. I am really happy how it turned out in terms of light, but overall as well. At first, I wasn't planning for the mushroom spores to glow, but I think it adds a more mystic feeling to the arena. 
I also added a back view (it's pretty much the same as the other side of the arena) and an unlit screenshot of the scene from above.















Monday, 2 May 2022

Survival Vehicle - Colour and Photobash

 In regards to experimenting with colour, I picked a photo from the internet that I though would fit the image and vibe I had in mind, then applied its colours to my sketch using an Overlay layer. I mixed and matched them, trying to figure out which ones would fit best and work better with the concept. I ended up picking a more muddy palette to convey the worn-out look, as the car and its owner have been through a lot already.


I then looked for the pieces and photos I needed for the photo bash. I first blocked out the car in 3ds Max, then took the model to photoshop and built upon that. 


I cut and placed all the pieces from photos first, then started rendering them to make them fit together. I added shadows using clipping masks and a soft brush. I also added scratches and dirt to show what the vehicle has endured not only against demons but against the environment, and to make it fit the apocalyptic vehicle concept. I think the wear and tear details tell an object's story more than anything else. 

This was the final work:



I am quite happy with it, although the perspective could use some more work. 



Wednesday, 24 November 2021

Survival Vehicle - Second Sketch

After getting feedback, I decided it would be a good idea to make one more sketch to experiment with one more design and choose between the two. 

So, following the feedback I've been given, I chose this one:


It has this kind of elongated shape that leans slightly back, which makes it look more dynamic and interesting. Overall, I feel like it looks more aggressive, which is what you would expect from a demon apocalypse. 

I quite like the gigantic light source on top, which would be an interesting gameplay element and would make sense as a weapon or at least something to distract and slow down the hordes of demons. 

So I started to sketch. 


There were a few things that I changed from the initial iterration. First of all, I added more detail such as the spikes on the wheels and the steel plates on the sides and bottom of the vehicle. I noticed that my other vehicle was fully protected on the sides, but had nothing to protect it's underside, so I added them here. I also remembered to leave space for the door this time, though I think on the final design there might be necessary to leave a bit more. I also changed the giant headlight on the top of the car: Instead of it being nailed down straight into the top of the car, I gave it a support that would enable the player to get on top of the car and move it to scare the demons off. I added more smaller spikes on the front of the car since it looked a bit empty. 

These are the two sketches:

 
I won't lie: the second one looks cleaner, more practical and agressive, while the first one now looks a bit like a toy car compared to it. I think I have already made my choice, but I will wait for the feedback before making a final decision. 




Wednesday, 17 November 2021

Horde Survival Vehicle - Iterations & Detailed Sketch

For this stage of the process I don't have much to say. It's mainly a step where I let my creativity flow, well I don't think that much and just draw whatever I find cool or that I consider might work within the high concept. 

I started making a detailed sketch which, in the middle of the process, I figured might not be the best way to approach it. So I took a step back and iterated, even though I quite liked how the design was coming together. This was the beginning of my sketch (and my first two iterations):


These are all the finalised iterations:


While designing all of this, I kept in mind my demon's weaknesses, plus some other aspects: 
- They are small so the car would have to be armoured mostly in the bottom part
- my driver is a religious and excentric person, so wether or not crosses or angel statues would help in any way against the demons she would probably have some of those as ornaments on her car
- She needs a weapon, something to fight back
- my demons are sensitive to light
- the driver is not an engineer so the car will obviously look put together from scraps

The last three I didn't like much. The first two on the last row look a bit like race cars, or like something that might have come out of Mad Max, so they don't fit my concept, while the last design is too plain. 

I really like the second one on the first row, but it somehow looks a bit like a small train and doesn't fit my driver's personality and the concept I have in mind that well. The third one is also nice and I kinda like the idea of an extra engine placed on top of the car and the machine gun. The second one on the second row I like too, especially the shotgun coming out of the window, though it doesn't sound that functional to me. If demons come from the side, how is she going to move it towards them to shoot?

Anyway, even if I liked them, none of them gave me the vibe that my first sketch did, so I think it's the first time I actually insist to proceed with my first idea.

This is the finalised sketch: 


The weapon would be moveable in more directions and the spikes are made to keep demons at a distance or stab them if they come to close, The metal plates keep the car as safe as posible without obstructing the spikes and some of the luggage is stored on the small platform at the side of the car. There is a powder barrel in the back to reload the hunting rifle. Since demons are sensitive to light, we have two pairs of headlights, the bigger ones set quickly on the car. As for details, there's the angel statue on the front of the car and the photos stuck to th window. They are photos of the driver's daughter. 

That being said, I will probably proceed to model my car in 3D before experimenting with values and colour. 


Tuesday, 9 November 2021

Horde Survival Vehicle Research & High Concept

For the Horde Survival Vehicle I wanted something unique, that I would be excited to work on. I first thought of doing something sci-fi, a few years in the future, before I found out that we could also go back in time, until the year when cars were invented. That's how the idea of a demon apocalypse at the beginning of the 20th Century came up. The vintage feel of those times as well as the mentality of people, who were more religious back then, could fit together into this concept, in my opinion: the creatures might or might not be actual demons, but what matters is how the people fighting them perceive them because, besides the means and weapons to defeat them, there will be glimpses of their beliefs and religion in their surroundings. Therefore, in the design of the vehicles the characters use too. 

So, I'm looking for a vintage, not exactly steampunk but close to it, dystopic and gothic atmosphere. 

For this, I made a moodboard to convey this aesthetic and get a better idea about it. 


I also added some images that I think might be reprezentative for the driver: a 20th Century classy widow driving to save her daughter. I believe that characters are the ones that drive the plot and affect the world, so she was the first thing I started to think about and ellaborate. Sure enough, all the other ideas came rushing and came together quickly after this. 

While figuring out my story world and aesthetic, I also gathered images of how my final work would look in terms of style and presentation.


I obviously want this look of a makeshift survival vehicle. My character, my driver, is not an engineer, but a mother desperate to save her daughter and, of course, she wouldn't have the means of puting together something more than this. Of course, as the brief requires, the style will be realistic. I also saved some photos for how I'd like my sketches to be presented, since I want them too to be readable and clean. 

While doing this, I also wrote down the answers to the questions about my high concept and will continue to add to it as I go and ideas come up:

General Idea – 20th Century. The world is on its way to modernity. Steam is being replaced by electricity. Fashion is thriving. Women get the right to vote.

And demons are spawning from beneath the ground, ravaging the whole world…

What a great time to be alive! (at least for now)

-          I want to blend the stylish feel of the 20th century with the horrors of going through a demon apocalypse. I believe the contrast would be an interesting point to base the design around. 

 

a.       Style – Realism

b.      Where in the world are they driving? – 19th – 20th Century European cities ravaged by demons (torn down buildings and swarms of demons running around)

c.       When are they driving? What year is it? – end of the 19th century, beginning of the 20th maybe not sure yet

d.      Who is driving? – high class lady who had to toughen up to survive, but didn’t lose her elegance and class hehe. Husband was eaten by demons (unfortunate, really). She went a bit bonkers probably.

Or

Bus driver in the 20th Century trying to get to safety (note: discarded this idea because it simply doesn't have as much soul as the other, didn't evolve as quickly as the other and doesn't make me as excited to work on it.)

e.       The enemy - Demons: crawling out of the ground, the smaller ones, the imps, go around in swarms, they don’t grow over 1 meter. The swarms have a bigger demon, ogre-like, that leads them; can be more than 2 m tall and are massive, but are quite slow and dumb.

f.        Why are they driving? Where are they going? – She’s driving to the boarding school that she sent her daughter to and that is being assaulted by demons, to rescue her.

g.      Vulnerability – Though this is really a minor point: What are your persons/vehicles vulnerability?

-          Parts thrown together in a rush: an extra engine might be attached to the car through pipes and mechanisms, but it will be vulnerable since it’s not covered by anything.  

 

The 20th century helpful info and research:

-          Steam was slowly being replaced by electricity

-          - Transport became petrol engine powered

-          - Women were still regarded as objects in some circles, though they have aquired the right to vote






-           






Sunday, 24 October 2021

Week 3 & 4 - Blending the Tank Bug Photobash

Blending all the photos together into a finished piece of art seemed daunting at first, until I got the hang of it. I first added some more pattern by overlapping another photo in places where it was needed: on the chest plate I added a piece of a big whose shell looked similar to a metallic surface with vertical lines using a clipping mask and reducing the opacity. On the boots I used a piece of one of the black beetles than overlapped a grey-metallic one over it to make it fit into the colour palette and with the rest of the textures. 



I used a lot of reference, especially for the metallic surface and the latex-like suit underneath. A lot of the times it was just a matter of tweaking the lighting so it would come from the right, as well as increasing the contrast by painting over some areas. On the skirt I used an ink brush to draw the claw scratches and a noisy brush to add a bit of wear to the metal. Also, on the helmet I used a cloud like noise brush in order to obtain more variation in the surface and give the impression of worn out and slightly dull metal. 

After getting the hang of it and understanding the workflow, things went smoothly and, even though I know I still have a lot to learn, I am now a bit more confident in my photobashing skills

After getting some feedback, I will see what can be refined more, and update with the final, polished version. 



Thursday, 21 October 2021

Week 2 - Tank Bug Photobashing

First time photobashing... Well it's certainly an experience. Scary at first because it looked like I was just sticking pieces of photos to a paper, just mashing them together and it honestly looked bad. So while working on it, there was always the fear that I wasn't doing something right. But I went on with it, trusting the process and just trying to figure out the tools and workflow of photobashing.


I used the beetle carapaces to make the armour and used match colour to match the colour to the helmet, making it look metallic. From the moment I drew the sketch for this I knew I wanted it to look like metal while preserving the idea of bug parts. Rather than having a mutant bug soldier, maybe they just wear insect inspired armour. The green accents I thought about later after finding the reference for the helmet, which had some kind of grass green details that I liked and decided to keep. In order to repeat that colour and add more variety into the pallette I added it on the shield and then on the lining of the skirt-like armour. At this point I had only added some shadow and light with a soft brush so they still looked like they were just thrown together.


I added highlights to make the armour look more metal-like. I also decided to make the suit under the armour a latex material because I felt it fit more than the basic turtleneck blouse I first gave her. I made the light come from the right, so for some armour parts I had to change the lighting. I also increased the contrast on the existing highlights and shadow to make the metallic look. I also added the green line on the pants to repeat the colour pattern. 

I still have the helmet, boots and gauntlet to work on, but I feel it finally looks like it's coming together. 



Wednesday, 20 October 2021

Week 1 - Insect-Human Photobashing

For the insect photobashing task I began by browsing for interesting-looking creatures so I could get an idea of what I was going for. I searched specifically for bugs that could serve maybe as armour or weapons or that simply make for interesting shapes and details. 



From the get-go I knew I wanted my character to have a helmet so that I could use the interesting shapes to the fullest. This is, in my opinion, the best and most efficient way to replicate the look of the insect I'm going for. Also, I usually like to concentrate the detail on the top part of the character, to guide the viewer's eyes there. After all, when we first meet someone we look at their face, so I want to make the helmet the most interesting and most detailed part of the composition. 


At first, the moths inspired me the most and the idea of an agile moth-like lady assassin came to mind. I used curved lines and sharp forms in order to recreate a lean, slender and feminine look, but also aggressive and fast. I think the overall triangle shape reinforces that.

The second design is a bit weak. I think I had to get a bad idea down on paper too so I could come with a better one in the end. The overall vibe is child-like, which with maybe some modifications might turn into something, but I think it lacks a general pattern/idea that would hold the composition together and make it make sense. 

The last one. I absolutely love it. This one is definitely a tank, her armour made of beetle shells, her shield of a bugs wings. I like how the spider eyes give the impression that she will most definitely see you, target you and charge at you. It doesn't look like her armour is actually made of bugs, but more like she is some sci-fi cyber soldier whose armour imitates insects. The only thing I think I will change are the wing-like spikes on the boots, which imply agility, going against the idea of a tank character with heavy bulky armour. I first added them to repeat the shape on the glove, but now it doesn't seem like a good idea anymore. 

As you might have guessed, I went for the last design. But the first one will remain in my drafts for possible future projects. 



Major Project - "Gold": Texturing The Zmeu

 The texturing for Zmeu was the most tedious out of all of them. I used fill layers and masks as much as possible to give the scales some de...