Posts

Showing posts with the label Games Art

Concept Art, Sketches, Thumbnails

Image
  Building a Game World: Travelogue In my world, nature is everywhere except inside the city. The structures built are sharp and cubic contrasting the luscious grass, curving rivers and mountains that touch the skies. The buildings stand in perfect geometric order. Houses are made from stacks of stone, their edges straight, corners defined, contrasting to organic curves of the land. Bridges and roads are squares and rectangles, cutting through forests and valleys. The harmony between the natural and crafted, these cubic structures create an fluctuating scene where the cubic city stand out from the greens. Orthographs Side Front Top

Production Development

Image
This was quite the rollercoaster of trying to fix UVs to understanding how these UVs affect the outcome in Substance Painter. Lamp Process To begin with, I modelled a lamp post inspired by one of my drawings. Overall the process for the street furniture was very quick and easy.  Now, I didn't use an orthograph to create the lamp due to it being just cubes combined together. The process for the lamp head itself was simple. All I did was highlight the top vertexes and transform them to make it wider. Then I extruded the top to give it that shape of the lamp. Next I highlighted the faces on the sides and extruded those in wards before using the extract tool to have UVs separate for the glass panes. Then, I UV mapped each segment, ready to be textured in Substance Painter. Below I have included screenshots for the UVs for this lamp. Next part for this lamp was to texture it in substance painter. The simplest way of doing this was to apply the bright steel shader onto the metal parts of...

Final Scene + Reflection

Image
  Render Reflection: This was the most stressful project yet as I excel strongly in 2D and not so much in 3D. There are many things I would've loved to change about this assignment however I used the skills I had learnt from my 3D toolkit to create this. My biggest struggle was probably navigating Substance Painter. I have little experience with this application but I applied my knowledge with smart materials to create something unique. I enjoyed modelling as it was probably the easiest part of this project. Following orthographs, that I have created, made it easier for me to model, although I was a bit spontaneous with modelling the windows. It was a last minute addition to truly incorporate Sou Fujimoto's style a little bit better. During this process, I also learnt how to create a glass texture so it can be handy for future projects. Some of my textures were also rendering incorrectly and I had struggled with UV unwrapping but eventually I wrapped my hea...

Introduction to Building a Game World – Artist Research

Image
I will be conducting research on the artist, Sou Fujimoto. His work will be my core inspiration for this project, using his style to base my project. He is a Japanese architect who incorporates all diverse conditions required for a structure. He was born in  From what I have observed, his style is very cubic, which reminds me a lot of the style used in Minecraft. The placements of his cubes in his project, Many Small Cubes, looks very cluttered yet the simple white colour makes the design appealing. Many Small Cubes - Sou Fujimoto He builds houses in a very cubic manner too, I find it very fascinating. The simplicity of using cubes in this way is unique to Fujimoto's style as it is minimalistic and emphasises clarity. I have decided that these designs will be my main inspirations for this project.  Serpentine Pavillion - Sou Fujimoto When asked about one of his works, "Serpentine Pavillion", he claimed  " I wanted to make something natural and artificial: a mix of ar...

Designing a Game World: Summative Assessment

Image
Please read my formative assessment blog post first Hello, hello! Due to the flu, I had to postpone my assessment by a week but I have been working hard trying to deliver this by the deadline despite the setback. In this blog post, I will talk about the process of creating a Witches Cottage interior based on a Tagar Culture artifact for my Building a Game World assessment. To begin with, I will walk you through my thought process. When I was first given this assignment, I really struggled with creating thumbnails for this assignment so I decided to research my chosen artifact: the animal shaped tripod pot of Tagar culture, originating from Russia, for inspiration. Going off of the idea that incorporating animals into artifacts was a common theme, I came up with the idea that a broom with an animal head would be a great way to subtly include it. In one of my thumbnails, I had drawn a broom with a snake head. I chose a snake as the animal fits perfectly into a shape of a broom. When I di...

Skill Test & Introduction to Drawing - Game Artist Toolkit (Week 1-2)

Image
This blog post is a couple weeks late as I completely forgot to publish it. This blog post contains my work from Week 1-2. Here, I will go over my value study of Caravaggio's David with Head of Goliath, 4 timed sketches and a pose of a cat running. The blog post in which I talk about the fundamentals of art is linked here: https://aprilbunnyboo.blogspot.com/2024/10/2d-principles-game-artist-toolkit.html Value Study Caravaggio's David with Head of Goliath Here I attempted to create the shape of the face with only the shadows. There are hard shadows cast on the right while the left shows intricate features like his nose and the bridge between. I think I could've used a lighter value as in the original painting, you can still see his facial features and a soft reflective light on his jawline. Master Study Here, I attempted to recreate one of Leonardo Da Vinci's artworks in order to study how value creates depth. Towards the eyes, I have used a much darker colour to make hi...