Showing posts with label Pre-Production. Show all posts
Showing posts with label Pre-Production. Show all posts

Wednesday, 9 January 2013

Turnarounds, turnarounds, turnarounds!

So pre-production is in full swing for next weeks deadline, I don't feel like I'm going to be able to get enough done for a great mark, but I can definitely produce enough to make production run smoothly. As well as this deadline I have a business studies deadline on Friday so I have to work on that too, so there's no shortage of work that's for sure. The business studies project doesn't have much to show yet, when my business card is finished I can put that up here, but I need to do some renders before then.

So for pre-production I have been working on the turnarounds for most of the characters and props as well as designing some of the props, it may seem late to be designing, but a lot of the props are very minor and don't require too much design, unlike the characters.

So I'm just going to post a load of turnarounds for you to look at, drawing is not my strong point but they seem accurate enough to be useful in production.

The Centaur's Ice Bow:



The 'Tholos Arch' building:


The Player Character's Staff


Ruin No 1:


Recorder Prop:


Violin Prop:


And the Centaur himself:


Quite a few things will be changed before the end, and some things will be changed when it gets to production as there won't be enough time to change them in pre-production now. But some things like making the instruments more unique and less like ordinary instruments, but for now I have something.

The ruins will also be split up into smaller parts, such as separate pieces of broken wall, rubble and floors, so they can be adjusted if gameplay requires it and also so they can be mixed and matched into different designs. This gives us some more freedom and also works as a safety net.


Friday, 4 January 2013

Christmas Pre-Production

Hope everyone has had a good Christmas and you're having a great new year.

So, with just over a week left of pre-production things should be a rush, and I do have plenty to do, but I think being at home means it hasn't quite hit me yet. Especially as the first hand in the business studies is in this week as well. I should be on top of everything though, I'm sure it will come together.

As the beginning of production is almost here my excitement is rising about the project and seeing everything come together from different members of the group is giving me a great sense of scale and seeing everyone putting so much effort into the project is making me feel like we could do what we've set out to do, maybe even more.

But on to some of the work I've been producing, some of it I'm quite pleased with, it's not great, but it's a weakness of mine so average works for me.

I began by doing a digital paining of the player character's head. It's a new style of painting for me, using a low opacity brush and building it up to darken it, creating lighter and darker spots. Nothing special, I quite liked it.



I did a quick Mudbox sculpt as I've met with some success using the different basic meshes to get my idea across. I'm still no expert at sculpting and I generally like to start with a 3DS Max model and sculpt in the form and detail, but to save time I just try to manipulate the mesh as best I can in Mudbox which is quick but I sometimes struggle to get across what I want.



I have a WIP of the Fae's turnaround, it has the proportion there so that other group members to can use it for their work, but this is top of my priority list atm, along with the centaur turnaround. I want to add a three quarter view to the turnaround if possible but it's not essential for it to be a working turnaround.


Finally for the Fae I have begun my maquette which acts as a final art piece for my character, this is still reasonably early in development with the shape and forms still being worked on, but it shouldn't take too long to finalise.



I also did a sculpt of the centaur by taking the basic human mesh from Mudbox and a downloaded horse model from the Mudbox store into 3DS Max, cutting them up a bit and then meshing them together before bringing them back into Mudbox to sculpt. I quite like this as I sculpted the muscles from memory as I have been doing a fair amount of anatomy research but having the basic proportions there from the initial basic models certainly helped no end.




I can use these sculpts to get a good feel for how the model will work in a 3D space as well as help me to get the proportions right when it comes to producing the turnaround and producing the final 3D model. As character proportion are what usually let me down (just look at my Thor character from earlier this year) these will be invaluable in ensuring that I produce a high quality work that will do the game proud. Well I hope that's the case anyway...

There's also the beginnings of a turnaround from the centaur here:


I have also begun the centaur maquette but as of now it is still only half covered in sculpting clay and the forms are far from complete, so watch out for the centaur maquette coming up soon.

Considering how much time I've taken off from Christmas and New Year to see family and friends I was concerned I hadn't done anywhere near enough work, but it seems that the time I was working was actually productive so I don't think I've fallen behind too much, I should have it under control and some hard work over this last week should secure it. So lets bring on production, I can't wait!


Monday, 17 December 2012

Specialist Animation 2

It's been a while since I have posted because the project I've been working on is not the most visual project. We were doing an assignment in Unity in which we had to get certain game elements working. This was good as one of our biggest concerns for our major project game was that we do not have a programmer to create gameplay elements.

I'm pleased to see that the project went much better than expected, not just for me but for our entire team. We have gotten much more done than we expected to and it has allowed us to widen our scope and hopefully add even more to the game. We managed to get a lot of the puzzles done, as well as some we were not sure we had time to do and we managed to get certain elements like the camera and the AI working to a decent standard.

In the project I made a camera with 3 levels of zoom and a special fixed camera position for the boss fight, it's also possible to look around using the mouse. I created a door in which you need to pick up 2 keys, walk over to an object and press the F key to open a gate and I created some 'dragons' which attack you by breathing fire, this does damage and has a 1 in 4 chance of causing burn damage over time. The final thing I created was a box which you can go to, press F and it heals you to full health and stops the burn damage.

Here's a quick gameplay video:


There are a few problems such as the boss camera has a weird flick to it when it transitions between views but for a couple of weeks work in a subject I don't normally dabble in I was quite pleased. There's plenty more to do but between the members of our group using Unity we should have it under control.

We have also been using Playmaker, an add-on for Unity which you can get from the Unity Store which allows for scripting in a more visual sense, similar to Kismet in UDK.

We have now got until we go back to uni in January to finish the pre-production for this game so the pressure is on but I can't wait to get started on the production.

Here is a WIP of the Centaur:


I still need to do more work on the head, hair ect but I'm pretty pleased with it so far as drawing is not exactly my strong point, but I can see the improvement over last years major project work so that's always motivating.

I also found a digital painting I did over summer which I never got round to finishing because I ran out of time so I might as well post that here too. I attempted to recreate someone else's art work as I saw it as a good way of working outside of my comfort zone and to see how other people have done things.

This is my drawing:


Here is the original made by justaman78 over on DeviantArt. It was produced for the game HAVEN.


Mine is clearly better... what?.. fine their image is much better, but then learning from people better than you is a great way to improve.

I enjoyed learning some new styles during this drawing and I think it has helped prepare me for pre-production and even helped with the above centaur picture, so time well spent I think.




Tuesday, 16 October 2012

Beginning of the last year...

So, this is it... The last year, after this the big scary world.

Anyway, we've begun a few projects at uni so far, the first of which is the pre-production from the final major project. For this project everyone has 4 projects to complete, which we can split between any amount of collaborative or personal projects, as long as 2 of the projects are part of a collaboration. During this time I will be putting all 4 of my projects into the same collaborative project, which is the Fae game I briefly mentioned in the past. For this project we have 11 people, all of which are artists or animators, who are putting various amounts of their time into the project.

In short it will be a game demo created in the Unity game engine about a faerie player character who has to defend a you girl who has found herself trapped in the Fae realm. She will face many dangers while in this unknown environment and you will have to use your abilities to defend her. The player starts off in a forest environment where they will be attacked by tree like creatures and small wyverns and will eventually end up in an icy environment plagued by centaurs.

For the project I have been tasked with creating the player character and the centaur enemy as well as various props mostly centred around the forest environment. The final part of my project will be using the unity game engine, as I did with the UDK game last year. This year however we have a much larger group with more people working within the game engine, so we will hopefully be able to achieve much more and get it looking closer to a stand alone game rather than the mod of last year.

So enough talking, lets have a look at the designs I have so far...

First up, here are some early designs of the player character, it has a forest theme to it so I was thinking of the bulk of the body being made of rocks, with vines and branches reaching between them holding together:

This is also the most finalized idea I have for the Ice Centaur so far:



The designs are still in early stages as we have only been working on the pre-prod for about a week. In this time I also managed to get camera to follow a moving player in unity by recycling code that people are sharing on the internet.

And that's project 1...

The pre production is done over a large period of time during which we have other projects to do. The first one of which we are half a week through. We have to model a character and 2 props in Maya, which is a new program for me to use and one that I really need to get a good grip on when looking for work. We are allowed to use existing characters and props but preferably ones that have not already been rendered in 3D. I chose to do Thor from the avengers movie as well as his hammer Mjolnir and Loki's Sceptre.

During the first week we need to have designed turnarounds and modelled the 2 props as a warm up for using Maya. I have already finished the majority of the modelling, with just a few tweaks needed here and there.

Here is Mjolnir, weighing in a 312 Polys:


And here is Loki's Sceptre at 494 Polys:


I'm pretty pleased with how these have turned out and how quickly I have managed to make them as I have had quite a bit of trouble adjusting from my 3Ds Max workflow, but it is starting to come together now and I should be ready for moving on to modelling Thor himself once I finish off his turnarounds.