After creating the artwork based around the character I created in Grand Theft Auto V, I decided to work on a piece of artwork based around another character I built in a game, this time from Fallout 3 (Bethesda, 2008)
Overall, I think this is the best piece of artwork I have produced so far. I think that the shading I have done to the character looks fairly good. My only major complaint would be that compared to how the armour looks in the game, the boots are a little small and the glove doesn’t have as much detail as in the game.
This is a piece of artwork that I did based around a character I made in Grand Theft Auto V: Online. I decided to create a piece of art based around this character simply so I had more practice work in my portfolio. I may also do the same for other characters I make in other games such as Dark Souls and The Elder Scrolls.
As part of the summer break, I have decided to take the time and work on my personal skills designing and developing characters, while also trying out some different ways of creating characters. While this is the second character I have worked on so far, it is the first that I have actually finished. Originally intended to be an idea generated for my final major project, I have decided to class it as my second practice character because of how I tried out a different technique to make it.
The technique I used was inspired by the video ‘TOP FIVE TIPS for Digital Drawing and Design’ by the YouTube channel ‘Draw with Jazza’ where he detailed some of the steps he took from other artists to create a final product.
I started by creating a bunch of different Silhouettes and deciding which I preferred. I found numbers 1, 3 and 4 to be the ones that court my eyes since they were all fairly dynamic and showed the personality of the character a lot better than the rest other 3.
The next step I took before deciding to try out the technique I later used was to create a bunch of identical line drawings and to add colour to them. However, once I did this I decided to change techniques to see how fast it was to create a final piece compared to work I had done previously.
I started by taking a silhouette I liked (silhouette number 3) and placing it into another file. Afterwords I drew a line drawing over the silhouette to give an idea of how the features of the image should look such as eyes, nose, mouth and bow. I also decided to alter the image so that the character was holding a different weapon to the one that silhouette previously had. Afterwords, I started to apply different shades of grey over the silhouette to try and define the characters shape and to add additional detail the silhouette. Once I was happy with shading, I started to place colour over the image and then applying a linear burn. Finally, I added some some shading to the background to cause the character to stand out.
Overall, my opinion on my personal development throughout BAGA 201 and BAGA 202 has been alright. Not good, not bad but a plain alright. My problem with both level and character is that I tend to have a ‘if I can do it, I’ll do it now and if I can’t do it, I’ll do it later’ attitude to my workflow. This is evident in most of the work that I have done throughout the course of this year.
Generally, I like the work that has been produced in character. I feel that the amount of time I spent on it has shown in the quality of both the Princess and Main Character ZBrush models because of the amount of detail that is contained in both. Unlike level, I spent a long time working on looking at different items of clothing, working on character concept art and making the models which shows in the final models of the characters.
However, if there is one thing I have to say I dislike about the characters I produced, it would be the texture work on the main character in that it took too long to finally texture the model meaning that I spent more time on that rather than working on other projects. I think it would be useful to try and get use to making models have a lower topology in ZBrush over the summer break simply because spending weeks just working on one model is not something I want to do next year. It may also be worth buying ZBrush to ensure I have the program at home for ease of access.
I am quite ashamed and disappointed at how level ended up. I just felt early on that I couldn’t work on level concept art so I didn’t work on the level, which then lead to me working up until the deadline just texturing the level rather then having it done a week in advance. This is something I definitely want to improve going into next year. This is not to mention my lack of level fly-through because of both a lack of time to make the fly-through and a lack of knowledge on how to do the fly-through.
I think putting some time aside to learn perspective and how to photobash may be useful over the summer break. I should also make time to learn more Unity just to make sure I have some understanding of the program so that next year, I can at least try and have a level done for the end of year show.
So, because of the deadline coming in fast, I decided to make a Google Doc to keep an eye on how many days I had until the deadline so that I could have some idea of what I needed to do for all of my projects. I did this a few weeks ago but neglected to mention it because I forgot.
I am basically treating it like it is some kind of tick list to ensure that I know what I need to do and to hand it in.
That aside, I have done some more work on the level this week. I was having issue on deciding how the level should look, especially with trees. In the end, I decided to do some additional sketches for the level. The first was a paint over of the overall level to give a strong idea of how the level should look.
I did this in Photoshop as a way to ensure that I had an idea of how the level should look atmospherically. Overall, I think the concept art looks a lot better then I initially thought it would. The only things I would change is the texture on the rocks and the Ferris Wheel.
This is some of the designs I did for the building in the level since I needed to have some kind of idea of how the building should look before it is finalized, textured and rendered out.
Since the last update, I have started work on the second character simply because I need to get a move on when it comes to creating the final character models. This character is based around the concept art I did for the main character. These are the low poly models of the character.
I have also taken the model into ZBrush and worked on it to make it higher poly and to add additional detail to it.
So far the modeling process is going well, with the amount of detail in ZBrush having improved since the last model. My only major problem is with the coat. I would like to change some of the ways in which it has been designed simply because of the lack of buttons used to close the thing. This would mean removing on of the pieces of triangular fabric going down the coat.
This is a render of the characters face that I did. I still need to make some improvements like defining her jawline more and adding a few little details such as scars. I am also not too sure about her lips. There is something about them that seem ‘off’ to me. I would also like to add more detail to the characters hair.
I have also finalized the Princes characters model by adding some additional detail to her gloves such as the tape in the original design and added creases to the gloves to make them look more like fabric. I am quite proud of this effort. As a first time character model in ZBrush, I think it looks pretty good.
Something else I have been working on is the designs for the level. I have, up until this point, neglected to do much with the level. So to get started I worked on the level Greybox since I was having a little trouble trying to create a piece of concept art for the level.
I also added lights into the scene to give myself some reference when it comes to creating concept art for the level. So far, the grey box looks alright and can be used in future development to create a much more detailed version of how the level should look.
This is the work I have done on the princess model since last week. I have added a lot more detail onto the dress by giving it the additional lines to show the cloth folding. I have also added lines going around the bottoms of the segments of the dress. Aside from that, I have also sharpened up some of the dresses sharper edges. It took a lot longer then planned to do this but in the end, it looks like it was worth it.
Since I am coming into the final months of the course, it may be worth working on some of the 3D modeling work I need to do for the characters. The first character I am going to do this with is the Princess.
These are the low poly base models that I exported as an OBJ and placed into ZBrush to then be altered by adding more polygons to the model and sculpting onto it. By the end of the week I had already done this:
This is the mode that I have done of the character and her dress. Overall, I am pleased with it however, I kind of want to add some extra detail to the model such as giving it more depth when it comes to the way that the cloth is folded around the character. I also want to add more detail to the characters gloves.
This is the character silhouettes that I did for the main protagonist. The main inspiration for the character came from previous sketches I did before I had started thinking about how the level should look. Overall, I prefer these silhouettes to the ones I did for the princess character simply because they are much cleaner and took less time to make.
After designing the silouettes, I decided to work on making some quick sketches on how the character should look without faces. My reason for doing this is simply down to the fact that I wanted to know what kind of clothing she should wear. Overall, I like the first character I designed.
The next step in creating the Princess character was to design the face and the makeup that I could use for the character. From the research that I previously did into character design with the outfit for the character, I had a general idea over how I wanted the makeup to look on the character. I also did a bit of research into different game characters or images from games that inspired me in making the character. I also looked into different blood textures for any blood details that I may want to use on the characters face.
For the most part the inspiration that I drew from these images was the idea of blood on the characters face, especially with the character art of Elisabeth from Bioshock: Infinite. I also liked the wide mouth that Mileena from Mortal Kombat 9 has since it looks menacing and creepy. Finally, I like the dark eyes used for Alice from Alice: Madness Returns. From this, I started coming up with different makeup ideas.
My goal for this compilation of facial designs was to try and experiment with different jaw lines, lip sizes and eye sizes while also using the time to practice drawing character faces, since I haven’t had that much experience doing so in the first place. I also wanted to experiment with different hair ideas and makeup ideas to try and give a general idea over how the character’s face should look. Overall, I think that some faces are more successful than others.
I decided to look up techniques as to how you could draw faces on YouTube. There was one specific video that helped in drawing faces. (https://www.youtube.com/watch?v=dbRMCgtcchw) It basically outlined how you could place different items on the characters face. I feel that I still have some improving to do when it comes to drawing faces and may need to practice more in the future.
These were the first ideas I had for the Princess. My goal was to come up with a dress design that fit the character I was creating, using the color red because it better represents blood and using grey because grey doesn’t stand out on the character. Overall there were aspects of these dresses I liked, especially the one on the right. I liked the cut out tear-drops around her neck and the piece of cloth that swirls around the dress. The character on the left, I like the length of her gloves and the fact that the dress has sleeves.
This is the final character idea that I had. While it isn’t quite a T-Pose, I will probably use this design as a basis for the character since it looks detailed enough to give the impression of what the character is supposed to look like.