Thursday, 11 December 2014

Life Drawing

Just some of my pieces of life drawing work from this term (it's about time I put them up). Even though most of our course work is done digitally it is still founded in the essentials of art, which we impart study with life drawing. In these classes we replace Wacoms with charcoal. I hate charcoal, just thought I'd throw it out there.

Run of the mill 5 minute poses with charcoal.







Scribbly sketch.






Portraits with exaggerated curves.

Oddly enough, I am quite proud of my ink work.

I took a more illustrative approach with the ink, drawing with it more so than painting with it.


Just thought I'd throw this all at ya in one go. And I do apologise for the quality of some of these pictures, they were taken on my phone. 

Wednesday, 10 December 2014

Maya Assessment- The Temple

For the 12th December, just before we break up for Christmas we have been tasked with modeling a temple design based off of another temple model to see how capable we are at modeling and texturing.


 The basic, untextured block form of the temple, showing wireframe.



After most of the blocking out the finer details were added, such as decals and tiles around the roofs.


A near-top view of the temple showing some colourised detailing aspects.


A textured version of the temple with wireframe on. Textured with brick and roof tile images created for this exercise.


Off-front view of the temple. Note set of missing pillars near the front of the building.


Front view of the building with all pillars where they are supposed to be.


A side view of the finished temple.


And a nicely angled view (I think) of the completed building.

All in all I'm quite pleased with the temple, I does manage to look like the original temple we were asked to model (at least to me), and for that reason I am happy. Some of the texturing, I admit, is a little off, perhaps to do with the polygons in which they need to texture although it is probably down to the fact that UV mapping and texturing is not my forte. 

All well, for now I'm rather pleased. 







Unity Level Task

The eve of this projects hand in date is near and I felt it was time to post what new things I have added to my level.
The ruinous nature of the map hopefully encourages the player to explore and have a look around.

The top view of the level showing the start and the end.



Coming out of the starting room you find a sitting sphere, as you walk towards it it floats up and away (with a magical sound effect) towards the large temple at the end of the map.


The pyramid as viewed from close to the base. (Note ominous floating sphere on top. Or at least it's supposed to be ominous...)


The "Key" which the player can pick up. Although admittedly it doesn't open anything it adds some variety to the basic level; allowing the played to pick something up.


The big temple, which serves as the end of the level.


The golden door which leads to the inside of the temple. It slides open with an ancienty sounding stone door sound.


The end of the level inside the temple. The player pressed the square button as seen on the alter in front of the idol illuminating a floating artifact with a "sudden" sounding sound (the best way I can think to describe the sound). Note a familiar sphere from earlier, it seems to have lead the player to the temple.

Hidden in the deep underbellies of this level is its coding. Perhaps by far my least favourite part, but through will and perseverance. Most (if not all) of the code for my level was based on the code from previous class exercises. I'm certain that I would get lost trying to code it any other way... 

That's it. The End. Ta-dah!. Not expecting a BAFTA anytime soon... 

Saturday, 6 December 2014

Fish Animation

An animation task from a couple of weeks ago. The idea was to rig and simply animate a swimming fish. This was done following a Lynda tutorial on basic deformation and rigging in order to teach us the basics of animation.


Ghost fish!


First a skeleton was whipped up and added to the mesh of the fish model.



During the process areas that were not wanted to be effected by the movement of a joint were "painted out" with a Paint Skin Weights Toll with the value set at zero.

When all of that was sorted out the the fish was simply animated by moving and adjusting the joints and setting key frames. Simple as really.



The finished fish with skeleton and rigging in place.


A shot of the fish some point into its animation process.

Quite fun and fairly easy to do. I hope animation in Maya stays this was, but I have a niggling feeling that it won't...

(It also appeared that my fish was just plain white while the one in the tutorial video was a nice blue a yellow colour. A shame really. I wonder why?)