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Showing posts from November, 2024

Unreal Engine Practice + Video

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  This week, our lecturer had us practice using Unreal Engine. We practiced making different light switches (one distance-based and one a more literal lightswitch), and putting objects into the environment.    This last one here was to practice moving objects around, etc. I thought about making a little tunnel environment with glowing mushrooms in there and stuff, but that's more of a job for the 3D/ environment artist, and I had left it too late to ask if anyone wanted to do it. More on this in a later post. Reference:    How to Switch a Light On and Off with a Button in Unreal Engine 5 , 2024 [Youtube]. 12 February, Gorka Games. Available at: https://youtu.be/yhyD4dEGtWQ?si=o_-F-YJQtCJEssqT [Accessed 27 November 2024].

Campus Map Whiteboxing

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  In trying to make an overworld map for our game, I quickly modeled a simplified 3D map to help me visualise things and to use when drawing the 2D map:     I modeled it in maya for speed - they wanted the main uni building to be in the upper middle part of the map so I'm just gonna ignore the extra field space I added at the side when drawing. Not sure if this counts towards the 3D toolkit 2 as it's not ZBrush but I tagged it just in case. 

Independent Work - Observational Practice + Bonus Reference Photos

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  Continuing on from our observational practice in class, as homework we had to draw 1 room at home, and 1 room that wasn't home or the Confetti building. So, here is my room, and parts of the first/ main room at Wollaton Hall:   I sketched this first, but the ceiling was quite elaborate/ complicated, so I sketched the area right in front of me instead:    I didn't spend as long as I normally would've done on these drawings as even though it was quiet that day, I felt pretty anxious/ self consious, and drawing enviroments isn't my favourite either, so I did what I could before I had to get up and go/ explore.   Here are some bonus photos of the hall and some crows, the snow was still there when I visited which made for some really nice photos, I might use these as references later.     I took photos of the side and front profile of this horse skull too in case I want to use it as a reference later. I should've taken a photo of it inderneath and behind ...

Week 9 - Character Workshop

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  This was a workshop session, so I carried on designing my character. I focused on trying to design armour, although I might end up giving him mostly clothes with minimal armour. First I refined the design of his face, focusing on trying to emulate the SSBU (Sora Ltd. 2018) style, particularly the way the two Castlevania (Konami 1988) characters look. I put Geralt from the Witcher series on netflix (Netflix 2019) in there as another reference.   The bat wings and ear things were a little too reminiscent of Batman, so I went back to the horns idea, and added more fang motifs. I was also going to add the bat wings to the chest but for the same reason as before, I changed it to fangs.

Character Sculpt Project: Moodboard, Research, and Initial Sketches

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 For this project we have to design and sculpt a character in ZBrush based on one of the provided prompts. I've chosen to do a vampiric knight, in the style of the models seen in Super Smash Bros Ultimate (Sora Ltd. 2018). Here is my moodboard and initial sketches:     Here's my research document (with bibliography):    

Week 7 - Studio Practice

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 This week we discussed how much work to do/ what assets we should complete for the project. The general idea was to do character sheets for an important character, companion character, boss, and one or two creatures for each of the two main areas in the game. I also got started on some thumbnails for the companion character without the mask, so that I could do a close up/ bust of them with and without the mask:    Above is my general design philosophy for how people might look in the colony. Our team lead suggested that the people become more mutated the further underground they live, so some future designs may be more or less mutated than this initial sketch. These are the companion's face thumbnails. They would be among the people who live closer to the surface and frequently emerge for supplies or to explore, so they look relatively normal. At first I thought people within the colony wouldn't have the means to style their hair properly, so it might be kinda matted or ...

Week 8 - Studio Practice

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 Before class I painted most of this companion character bust, then did a dark version in class. I also started on the full character sheet for this character, although I think I'll redraw it in an A-pose more like our Konflikt '47 character sheets from last year. I also sketched some more mutated people designs.   Finished the linework from week 7 - taking a lot of inspiration from the JoJo's Bizarre Adventure anime (Netflix 2012). I like the look of varying the line weight etc like this, but it takes ages.     I added the pupils after the team discussed different levels of mutation amongst colony members.    Updated linework.     I'd like to refine the lighting and reflections for this one, it definitely looks like its glowing, but I think I need to have the eyes reflect some of that pink.     Onto the monster designs, these are people who have been consumed by the fungus from the inside-out, as it has been eating away at the micropl...

Week 9 - Clothing Folds Recap

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This week we recapped clothing folds:   (I will sketch the rest of the references from the powerpoint before tuesday)

Week 9 - Role Models in The Games Industry

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 During the first half of this session we investigated job roles and industry role models, and started to write a small case study about them in the PebblePad workbook:  Then we had a team meeting where I was given the task of designing the overworld map, taking inspiration from Thank Goodness You're Here! (Coal Supper 2024). The overworld in Thank Goodness You're Here! is sometimes a, top-down, isometric perspective, other times it's more of a standard platform-type environment. I'll be designing the map in the isometric perspective.   (Jacksepticeye 2024) References: Coal Supper , 2024. Thank Goodness You're Here! [PC]. Steam. Panic. Available at: https://store.steampowered.com/app/2366980/Thank_Goodness_Youre_Here/ [Accessed 19 November 2024].   The Funniest Game I've Ever Played , 2024. [YouTube] Jacksepticeye, 13 August. Available at: https://www.youtube.com/watch?v=MFJZoh3d2rU&t=6s [Accessed 19 November 2024].