Showing posts with label Finished. Show all posts
Showing posts with label Finished. Show all posts

Thursday, 2 July 2015

Confidence in Art and Life

It's been a long, long time since I last updated, there's a reason for that.

Since last I posted I did some intern work for Wales Interactive and did some free work in my spare time for Irontown Interactive on their iPad game Iron. Both of these gave me experience and confidence in my work as well as some essential industry connections. Ultimately it helped land me my current job as Junior Environment Artist at Oysterworld!

I've been at Oysterworld for around about 9 months and it's been pretty great all round. I've been working on a number of unreleased projects and it's great to be part of an awesome team. It's also helped greatly in one other aspect and the subject of this post...

Confidence

Confidence has always had a strange place in my life, I've always struggled with it in almost every aspect of my life but at the same time it's never been overwhelmingly crippling. My art has always been a part that was particularly bad, never really producing anything I've been proud of for more than a day or so before resigning it to being awful. I know I'm not alone among artists in this respect, it's a hurdle every artist faces and one that many fall at, and I'm far from over it yet.

I have however, improved. It's partly down to having an industry job, where I can get real, honest, face to face feedback on my work. It also helps to see everyone else's work and your place in the chain. Sure, I'm not the best artist, far from it, but I'm a Junior, nobody expects perfection from me other than myself. I've come to see where I stand in the grand scheme of things and it's helped me be confident in what I do at the level I'm at and to seek to improve to rival the people around me.

There's also the personal side to things. I would say my confidence overall in life has seen an improvement. I've been through a lot of the last few months, I've had to face a lot of demons, some of which I didn't even realise were there, and I have many more to face in the near future. I went to the doctors about my anxiety and have been put on medication for that, which has been a life saver really, it's allowed me to 'come out of my shell' a little more, less terrified of every little thing in life. This helped reinforce the idea that I already knew, everything wont fall apart from that little thing you said the other day, that thing you almost did but decided against. No, actually things are better not worse. This has helped me no end in many aspects of my life, but within the context of this blog I think this carries over to the art I produce.

Confidence. Confidence in what I am doing, what I can do, what I should do. All of it is essential in art. Whether it's that one confident brush stroke or the belief that you CAN reach that level of detail if you take the time and think about it. Confidence and belief in yourself. It's not easy, it takes a lifetime of effort to achieve, but if you really want it, you will put in the effort.

I'm not saying all this from a position of complete confidence or self security. Not at all. I've just managed to take a peek over the wall to the other side and seen the light, I still have to climb over the wall to reap the benefits.

Christ that was wordy... and a little heavy...

Let's have some images to remedy that. I've finally got round to practising my Photoshop drawing/painting again, an area which fascinates me but one I consider to be a weak point of mine. To help learn some new techniques and ways of working I've been watching and attempting to replicate the art of Aaron Blaise. He's a personal favourite artist of mine and has some awesome videos on his channel. I took the video step by step, pausing every few seconds and trying to replicate that on my image. I found this much less intimidating than trying to outright copy it and it also offers an interesting insight into other artists workflows.

Anyway! Here they are:



Ultimately I think they are both massive improvements over previous work, and not half bad for someone who hasn't practised this kind of painting in a few months. One of the main things I can chalk it down to is... CONFIDENCE! And guess what, because they turned out well, it's given me more confidence! Time to ride the confidence wave while it lasts...

Sunday, 12 May 2013

Final Renders

There are a few final renders coming out of my major project work now as I prefer the marking showreel for Friday. Not all of them are finish, some still need ambient occlusion and some have unfinished textures but this is where they are so far.

I have rendered them out as still frames to stop it from getting compressed twice and will not be putting them into a video until the showreel so I can only show still at the moment.

Here are the books:
The bow and arrow:



The Staff



Church ruins:




There are a few more props and the characters that still need to be finalised and rendered but it's coming along well so far, I've managed to pick up my work speed by spending as long in uni as possible so I should be all set to have my showreel rendered out by Friday, and then that's my 3rd year completed.

Thursday, 14 February 2013

Fae Handed Over

Last you saw of the Fae was the completely low poly model. Since then I have unwrapped it and created a high poly mesh in ZBrush.

As this is only the second time I have used ZBrush I was pretty pleased with the results, the high poly looks nice and I got across pretty much everything I wanted to in the model. I have yet to project the normal map on to my low poly model, but I cant foresee any problems as I have done pretty much everything the same as I did for the Centaur.

My current ZBrush technique is to stay with the standard red wax shader (which I know many pros don't like) and make the details more defined than I would intend for them to be on the final model. I then add the standard material to it as it will hopefully give me a better idea for how strong the final normal map will be.

So here is the ZBrush sculpt in red wax and standard materials:





Now that has been handed over to one of the riggers I can slow my work pace ever so slightly as the two characters which I needed to produce quickly have been made. Now I need to produce the weapons and any other props that are needed for animations quickly so the animators don't have to wait for me. After that I have a bit more freedom with what I can do, I will probably work on some more props, do any unity stuff that needs doing and then texture the characters while the designs are still fresh in my mind and the animators that want to work with textured characters can.

So now I have begun my longbow. It has only been blocked so far but here is a screenshot anyway:


The bow will be made mostly out of ice as the Centaur's that inhabit the ice areas of the game will be using them (hence the Centaur being used for a size guide). It's a longbow which means it is very big, and I was surprised during research as to just have large they are.


Monday, 11 February 2013

Completed Fae Low Poly

So the last time I posted I had just started the fae model. Now it's finished!

It's been a bit of a rush, especially as the design has changed a few times throughout the development, but with help from the team I think we got a much more interesting design than we initially planned. Which is great!

Here is the low poly as it stands:


The planes around his head and shoulders as well as the legs will be vines or leaves coming off the body. I think the design is much more interesting to look at now than the original design, which is great as the player will be staring at this character quite a lot.

If I had more time and some more polys to play with I would have liked to have emphasised the vines and bark detail more, but this will hopefully come across much better in the high poly sculpt.

I have now passed this model on to the rigger, Joe Hornsby who will begin to rig it as I unwrap this model and make the high poly mesh. I will then hand him the new low poly which will be unwrapped once I have completed the high poly so he can skin that to the rig.

Wednesday, 30 January 2013

Centaur Model Completed

I have finished the low poly model and the high poly sculpt, yay!

I made a few changes to the low poly which included reworking the feet which I was never happy with, after some ideas from other members of the team we came up with a better way of doing it which involved more crystallised ice.

This pushed the poly count to 8000 which the art director said was good amount as the original poly count was 7500 but with some leeway as the centaur is more like two characters rolled into one.

I then took the centaur into zBrush, sculpted the high poly model, then turned it back to subdivision level 1 and imported it back into 3Ds Max to save some of the sculpted detail then with some small tweaks I had a finished low poly.

I just want to use this opportunity to say how much I love zBrush, I used to mock it for having such an unintuitive interface and horrible controls, but after spending a day getting into it then it begins to make sense, I cant wait until I can use it again.

Anyway, some images, here is the low poly:


Here is the high poly zBrush sculpt which I completed within a day, the same day I began learning zBrush (time is short people):



This is what the character looks like currently in Unity with the normal map applied from the high poly.


Some tweaks need to be made, I believe the normal map needs turning up a considerable amount in unity for instance, but this is what the model looks like when just imported and had the normal map slapped straight on it. The projects gone pretty well so far, lets hope I can keep it this way as I begin working on the player character model...