Body Chan Model

Body Chan ManikinThe other day, I decided to spend some money on this model only for it to arrive today.  At first, I bought it thinking that I would receive both the male and female variants only to find out after I have paid for both the model and packaging, I had only paid for one model not both.  My reason for purchasing this is because I want to have a better source of reference material.  Overall, the quality of the model seems fine.  Its a little fragile feeling for the price with the plastic used feeling rather cheap (it came to roughly around £40 including postage and packaging).  Also, the left shoulder of the model seems to have popped out at some point between being made and delivered.  I would try to fix this myself but I am too afraid I may just break the arm off.  Another issue is that the hands don’t exactly fit the model that well.  they may need a little widening before use.  When trying to attach the hand that can be used to hold the gun the hand joint fell off so I had to find the hand joint, reattach it using pliers and then widen the gap on the inside of the hand to make it possible to attach it to the arm.  Finally, I feel that the Katana model frequently falls out the models hand.  Aside from these setbacks, I still feel that the model may help in my ability to create future character concept art since it will be a more malleable piece of reference material when compared to my wooden manikin.



Make It and Show It – Week 1 (28th Feb)

For the first week of the final major project I have been gathering together reference materials, setting up different art pages and working on silhouettes for the main protagonist, along with developing some artwork to try and get an idea of how I want the main character to look.  Since the character is based around the 1950’s ascetic, I have decided to bring together a collection of different reference material from the internet to help create some concept art for the main character and arrange them into two separate mood boards.


This is the Moodboard I have strictly used to help develop the characters clothing design.  I have used the research I did during BAGA301 to help gather images of clothing that relates to the time period the character is based around.


I created this Moodboard so that I could get a sense of the different hair styles of the 1950’s, even if some of them are more modernized.


From these two different files I have created a set of multiple different character silhouettes and designs based around the character silhouettes.  Overall, I wanted to tr and get an idea of how the character may look in universe by trying out different character designs, some more futuristic then others with some characters having a space helmet on.

I then moved on from the silhouettes to start trying to create a few different character designs so that I may start being able to create the 3D model of the character.


I wanted to keep the first character design relatively simple and straightforward, which is why I decided to make the give the character a button up shirt, Perls, a skirt and flat shoes.  With the second character design, I also wanted to keep her reletively simple only this time to use a silhouette of the character that shows the characters face.  The biggest change for the second character design is the fact that instead of a Perl necklace, she has a blue scarf.

Overall, from these designs I feel that I need to add a little extra color.  The flat blue makes the images look rather static and flat.  It may be useful to think of another color that could be used for the character designs like pink.


This is some of my unfinished work that I will need to finish before I can finally start on the 3D Model.





Practice Character – Fallout 3: Lone Wanderer

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.


Practice Character – Woman with a Gun

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.  Practice_Work_1

More Level Work

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.

More work on Character Models and Level


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.

Final_Renders.pngFinal_Princess_DesignsI 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.




Level Thumbnails


These are some level thumbnails that I designed for the level I am creating in BAGA 202.  The level is based around a decrepit theme park.  The main goal surrounding these thumbnails is to try and create level thumbnails to a better quality then the ones I created in year 1.  To do this I used different opacitties for the brush to try and create a foggy lighting effect.  This was successful.


These are the three different designs that I like from the thumbnails that I developed.  Overall, I like the atmosphere and the tone along with the use of sky.

Main Character Design


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.

Character Concept Art: The Princess (2)

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.

character_face_designs_individual_image_4 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. (  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.


final_princess_design_2.pngFirst ideas.

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.