Monday, 23 November 2015

Week 7- Wilderness Warrior Project

At the end of the previous project I was stuck as to what to pick for my final 3 week project. Having chosen 2 character projects I wanted to produce at least one series of environments, so I looked into the isometric environment brief, and the epic cityscapes brief. I feel like i'd choose the epic cities if I did not need to house them in the 1700’s. So I started planning with the intent of completing the Isometric level brief. However I could not think of a clear direction to go with that project, I couldn’t visualize an end product, an issue that I had experienced in my Leyendecker Vikings project, which hindered me overall. So I went back to the drawing board. Both briefs are challenging, but with the quantity of work needed to complete the brief, I didn’t think it would be wise for me to do, as I’m not particularly confident with my environment work. As id already had a setback with my leyender vikings project I figured it would be best not to throw myself in the deep end too much for this project.

That being said I still want to develop my skills as, I’d felt like I stopped learning new things (at least at the rate that I feel like i'm supposed to learn new things) With that in mind I decided to tackle another skill that I’ve been putting off learning, 3D sculpting. I’d been avoiding 3D for these projects but felt like it was time to get back into it, as I’d finished previous 2D projects with the desire to model my characters up in 3D. After looking through the briefs I settled on the Wilderness Warrior brief. To give myself enough time to learn how to sculpt I decided to take an older character of mine and merge them into the concept provided for the project, this gave me a clear end product that I could visualize working well.

My goals for this project are to:
  • Learn have to sculpt in 3d coat and use this mesh as a base mesh 
  • Learn how to effectively bake down my sculpt to use in a diffuse texture 
  • Have a fully rigged, game ready, posed and presented character 
My Timetable:

For concepting I started by merging my existing character with the concepts provided, I then explored colour pallets, taking inspiration from the seasons and the buyu from The Princess and the Frog movie, for a swamp pallet. From there I picked my top 6 to develop further, then my top 3. I am currently working towards the Autumn design for my character. Though I still like the look of my winter character, so I may test them both out later down the line.

Then I went straight to sculpting. Learning to Sculpt a base mesh for my models is something I’ve wanted to learn how to do for a while, so I chose this project to experiment with, with going back to modeling in 3ds max as an option if things go badly. One of the reasons I did not want to sculpt before this is that I found Zbrush interface difficult to get around. Though I’m still working through that, in the meantime I'm using 3d coat. 3D Coat is a programme that I'm more familiar with, having retopologized and textured with it in previous projects.

Mid week I ended up with this base sculpt:

.From there I followed topology reference, painted some guides onto my mesh and began my retopolgy.

I opted to manually re-topologize this mesh due to its low poly nature. I felt that I’d need as much control as possible over the topology especially when it came to modeling in deformation points. Everything is going well so far, I have a clear concept and an almost finished model based on a sculpt that I can bake down later on.

My goals for the end of next week are:

  • Finish retopologizing my model
  • Unwrap model ready for texturing
  • Sculpt in extra details to bake down into the base mesh
  • Be well on my way with texturing.

Friday, 13 November 2015

Week 6-Nano Pirates hand in

Name: Sarah Wright
P Number: 1322992x
Project Title: VS- Highly Stylised Character Project

Overview: To produce 12 stylised Nano-Pirate characters taking design cues for characters from ‘The Borrowers". A vehicle for these pirates also needed to be produced

The process for this included:
  • Choosing a design style to work towards 
  • Sketching out initial characters for development 
  • Refining designs and making sure they all work together 
  • Rendering all of my characters to an intermediate level 
  • Producing promotional images 
For this project I knew what kind of style I wanted to work in so the initial moodboarding went by fairly quickly. It also helped to have a “key image” moodboard after my initial image gathering to refine my reference.

Ideation for each character:

Looking at this now some characters went through a lot more ideation than others, whereas others I had a clear idea of how they would turn out from the thumbnail stage. Most of my characters designs just needed some tweaking as opposed to a complete overhaul. After the initial thumbnail stages I also checked and evaluated my characters against each other to make sure they worked as a crew in terms of their colour pallets, body shapes and overall demeanor, something I carried over from my last project. Though I could not evaluate as extensively as I did then as time did not allow it it was still a good practise to view them all in a line up. Certain characters also needed to work as small groups within the overall crew. The twin chefs with the cabin girl, and the swabbies needed to be identifiable as family.

Final Character Sheets:

Final Line up and Promotional images:

Evaluation Q&A

Q: How well did I manage my time

Besides losing the days I had planned to do promotional context images, to fix the designs of my captain ,carpenter and chefs Everything when according to plan time wise.

Q: Did my end result represent what I wanted for this project?

Definitely. I love how my characters turned out in the end, and they work together well in the lineup. I've enjoyed this project enough to want to continue it in my own time and really develop them in the context of a game.
I met my main goal is to render all of my characters to a polished state so I can have a final character line-up. Though I did not have time to produce any promo images to put them into context. Condensing my design process down worked well for this project and was a good decision to make to adapt to the time constraints.
I enjoyed designing in this style and could see myself taking it further into my FMP, though I would need to further test to see if it works in terms of environments (something that would have been tested in promo images.

Q: Strengths I found during this project

The majority of my design decisions worked out for this project.I picked out a style that allowed me to produce characters quickly, but allowed me to skip some of my regular design processes (in response to the quantity of characters and time frame). Putting some of my characters in pairs and family groups really strengthen their overall designs and allowed me to hint at a story between them. The decision to have my characters are defined by a small selection of items ie the chefs being made of food worked in my favour as well.

Q: Weaknesses I found during this project

I again left promotion context images to the last week and had to cut them out. I think producing these could take my project to the next level, so I should really try to reach for those.
I struggled with the Captain and Carpenter characters in this project. The carpenter because his anatomy is so different to the characters I normally produce. I should have set aside time to study his body type for before drawing him. The Captain’s design took awhile because I was set on having him made out of fake gems and monopoly type money, which hindered the design for awhile.

Q. What stressed me out the most during this project?

The vehicle aspect of this project was a worry from day one. As i've never drawn vehicles I saw it taking a lot of time to complete, time that I could better be spending on my character design. luckily I managed to complete the vehicle in a way that made it another potential character as opposed to a static object.


I really enjoyed this project and I’m proud of the way my characters turned out. I could work more on the character rending as I could only do basic shadows for my intermediate outcomes. the flat style works for these but i'd like to get some light and form in there

Action plan:

The continuation of this project would be all about putting my characters in the context of a game. and developing their character sheets to fit that, with expressions and move set images. my Carpenter and Duck characters need another design pass. I’d also like to design some branding for this game to tie everything together.

Thursday, 12 November 2015

Week 6.1 Rendering out and finishing up

The final week of this project began with finishing off all of my character renders. The rendering process went smoothly for the majority of my characters, with small changes going on throughout. the captain and the carpenter character had the largest amount of changes to them:

I completely revamped the captains look and colour palette to fit in with the rest of the crew. I discarded my initial idea of having his clothes made out of fake monopoly money as this didn't seem to work out pallet wise. his just ended up too desaturated/neutral to fit in with the rest of the crew. so i gave him a more traditional pirate look, with a hint to his money loving ways represented by the coin on his belt. and the his ridiculousness of his weapon stayed.

The carpenter character poses did not work in the lineup so i went out changing it, though it's better, i feel like design in general no longer works with the crew, so i'd like to redesign him at a later point. With the lineup set I went about presenting my characters. my previous project lacked consistent presentation so I produced a standard sheet for all of my characters.

I unfortunately did not have time to make promo images for my pirate crew, though i'd like to go back to that later on. though I did do some character exploration with my sailmaster Mache with the hope or completing a character sheet for promotional purposes. though it didn't happen, i have something to build on in the future.

I love how the final lineup looks, though I did not go into enough detail with the lighting like I would have like to as I needed to move onto the vehicle design of this project.

I was stuck for what to do with this vehicle I ended up roughly thumbnailing out and idea of having a duck carrying the pirate crew, with them riding on rubber ducks behind it. this idea good initially but it would have taken too long to concept out the rubber ducks like I wanted. with each character having their own personalised duck. I played around with the idea of toy wooden boats, boats in general, and a miss-matched of a monster truck vehicle idea was thrown around too.

In the end I kept the duck idea and ended up roughly photobashing a pack mule type character.