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Final Illustrations - Industry Collaboration

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  Introduction In this blog post, I will talk about the process of creating my final illustrations for the Industry Collaboration module as well as include details about what techniques and tools I used. The software I used to create these illustrations is Clip Studio Paint Pro version 2.0. Soviet Union Faction - Eurasian Werewolf Box Art Soviet Union Faction - Eurasian Werewolf Box Art (WITH LOGO) Japan Faction - Phantom Kitsune Box Art Japan Faction - Phantom Kitsune Box Art (WITH LOGO) Production Process - Soviet Box Art I decided to create box art for my characters to display them in their environments at war. To begin with, I first sketched out the character with a dynamic pose. I looked up some references of wolves growling so I better understood how to draw it on my character. I do think I made the muzzle a bit small however as a whole, I think I got the facial structure accurate enough. When it came to painting the character, I used designated fur brushes and smudge tools t...

Toolkit 1 Summative Assessment

3D Toolkit Character Modelling - 3D Toolkit Sci-Fi Building Modelling - 3D Toolkit Modelling a Potion Bottle - 3D Toolkit 2D Toolkit Artist Study - 2D Toolkit Skill Test + Introduction to Drawing - 2D Toolkit Perspectives - 2D Toolkit Anatomy & Drawing from Observation - 2D Toolkit 2D Principles - 2D Toolkit

Character Modelling - 3D Toolkit

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 In this blog post, I will talk about the modelling process of the character modelling for my 3D Games Art toolkit. Unfortunately, I did not get around to finishing the hands of the model since Maya kept crashing (my PC couldn't handle the size of the model, my SSD is currently corrupted), but I have blogged every step that I could. To create the ruler, I used the following: Translate Y = 61 centimetres. Scale Y = 122  centimetres. This allowed the model to follow life scales. Display > Grid > Length and width: 150 units. Subdivisions = 5.  Importing the image planes (orthographs) of character. Move the image plane so the feet are on top of the grid. Move pivot point to the bottom centre to allow equal scale (holding down D + V) without it moving off the centre of the grid. Scale the image plane to reach the top of the ruler. Once aligned, delete ruler. Reposition the image planes along the Translate X axis for side and Translate Z for front. Select the image planes...

Anatomy & Drawing from Observation Game Artist Toolkit 2D

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  Compartmentalising figures into tubes. Anatomy Study: Arms Anatomy Study: Torso Anatomy Study: Hands Drawing an object from observation Life Drawing

Industry Collab: Production - Summative

Thumbnails: https://aprilbunnyboo.blogspot.com/2025/04/industry-collab-key-art-thumbnails.html 3D Models: https://aprilbunnyboo.blogspot.com/2025/05/iron-fist-prop-industry-collaboration.html https://aprilbunnyboo.blogspot.com/2025/05/kitsune-mask-prop-industry.html Illustrations: https://aprilbunnyboo.blogspot.com/2025/05/final-illustrations-industry.html Industry Job Role Report: https://aprilbunnyboo.blogspot.com/2025/04/job-roles-industry-pipeline-report.html

Iron Fist Prop - Industry Collaboration

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This blog post involves my production process for the prop of my Soviet unit, the Eurasian Werewolf, from my Pre-Production assignment. The fist is a unique weapon in my character design that stands out the most, which is why I chose to model it. You can  view this character design here .  Iron Fist  by  April  on  Sketchfab Drawing Orthographics - Preparing for 3D Modelling I applied my anatomy knowledge to create a semi accurate sketch of an arm and hand. I felt that it was easier to create an open hand since I wouldn't have to worry about the position of the fingers later. I used basic shapes and mapped out where I wanted the palm to be flat or raised.  Front Top Side Modelling To model this fist, I started with a cylinder polygon and rotated it 90 degrees on the X axis. I transformed the size of the polygon to align with the orthographic before extruding and started box modelling, manipulating the verts in a way that aligned with the orthograph....

Kitsune Mask Prop - Industry Collaboration: Production

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 In this blog post, I will talk about how I completed my model for my Japanese unit, the Phantom Kitsune, from my Pre-Production assignment. I chose to model the mask as it is a key defining feature of my character and its main source of power and sentience. You can view this character design here .  Final Renders & SketchFab Model Kitsune Mask Prop by April on Sketchfab Drawing Orthographics - Preparing for 3D Modelling The first step to creating this model was creating the orthograph for it. I first started with just the front to get the general shape of the face. Whilst I made guidelines to create a side view, I struggled to pinpoint exactly how far out I wanted the mouth to be. I decided to keep things simple like traditional kitsune masks. Front Orthographic Modelling the Mask To begin with, I only imported the front orthograph into Autodesk Maya so I can better understand how much depth I wanted. Doing this allowed me to create a top and side view as well. I ...