Monday, 29 February 2016

Final Major Project - Backstory (How Will This Affect My Design?)


Final Major Project  - Backstory (How Will This Affect My Design?)


In order to create as realistic and unique of a environment that is based around such an overused theme (post apocalyptic), I needed to define how the world my became the way that it is. This is not only an important point I needed to take into consideration but also a recommendation from Chris as a method of 'putting my own stamp' on this idea, project and of course, artwork.

Of course how the world became post apocalyptic can determine how the environment looks/feels. A world that is brought to a post apocalyptic state by nuclear warfare is going to look and feel vastly different of that a world brought to that state from an epidemic of some degree.

The Backstory


The idea is set and based around central USA (no specific city/state) in the early 2000's. This is during the same time period as the current oil crisis. Mankind has began to crumble and any means of society or civilization is gone and people are fighting for fluids and or water. The oil crisis had caused major oil spills in the water supplies to houses, districts, office blocks, public utilities etc and then the city has had to make a choice of either poison yourself to death from drinking this oil-ridden water, or dehydrate. A select few have manage to sustain themselves and in the early stages of this crisis the city has been engulfed in chaos. Democracy and any form of policy or policing is gone.

People scavenge, fight and kill for any means of fluid to survive. The world around them has crumbled. Buses are turned over, cars, homes and buildings alike have been abandoned so much and for so long to the point where the city around them has become overgrown with flora. Camps, refugee camps and little groups of survivors that have sufficed on rainwater, bodily fluids and what small sources of liquid they can find still search for a renewable source of clean water to save themselves.


How Will This Affect My Design?


Having spoken with my group during a critique session I was recommended to think about how the story behind my artwork could affect the artwork itself. How would central USA look with flora, moss and various greenery covering more than half of every surface? Also with debris everywhere? What the the specific looks that this brings? These are the smaller details I need to consider.

  • Flora and Greenery (moss, vines, overgrown dead grass and trees (roots surfacing).
  • Debris and Rubble (cracked floors, blocks of concrete and brickwork, glass, bins, litter and rubbish)
  • Vandalism (Graffiti or warning signs, broken cars, bins and dumpers broken, dented and busted, office complexes defaced, homes and gas stations dilapidated)
  • Makeshift Assets (DIY/Makeshift beds, shacks, homes, huts, camps, fires in bins etc)

These are all points of research I can look into. I should make a moodboard that is dedicated toward these small ideas and details that can really bring my artwork and final concept to life. This was also a recommendation by Ryan from our group critique session so this is something that I will definitely consider when moving onto developed concepts and the final concept itself.  








Final Major Project - Group Critique and Feedback Sheets


Final Major Project - Group Critique and Feedback Sheets


As part of our individual and group development we did a group critique session which is where we shared our ideas, thoughts and feedback towards everyone's projects. I found this session more than helpful because this allowed me to view aspects of my research and development differently than what only I was looking at. Not only this but everyone had good thoughts and ideas I'll be sure to use.

We received this feedback verbally and in small hand-outs from each other. These small hand-outs had the ideas, thoughts and suggestions that we could incorporate to our ideas wrote down. 

These are my feedback sheets.



Beddoes suggested that I look at assets from video games such as Borderlands and Fallout. Both of these games are heavily centred around the post apocalyptic theme so this is good, critical feedback that could really push the development of my final concept.




Rabone and Brandon's suggestions were very helpful and critical. Brandon suggests that I look at a game called 'The Division' which makes very good use of suburban features, details and assets of this area in a post apocalyptic setting. Also, Brandon suggest I think about the timeline and period in which I will set this. Would this be past, future or present? That is something to think about.

Rabone suggests that I look into the cultures and time periods to look into such as Ancient China, Victorian London, Ancient Egypt etc. Not only this but he also suggests that I look into various games one of which was also The Division as recommended by Brandon. Also in-joint with Brandon's final point of the time. The period in which I set this could determine the overall look.

These are points I should take into serious consideration as they can heavily influence the outcome of my final design. I will look and research into these points in the future. Especially the idea of the timeline. The time in which this is set is very crucial too the final concept.









Ryan and Brandon Jame's suggestions varied. Brandon James suggests that I create different areas of the final concept and build them up to the final piece. This is a very similar method to the compositions I have created previously. So I can replicate that process.

Ryan recommends that I try and research more specific details about the design of the post apocalyptic theme. He suggests that I look a multiple iterations of post apocalyptic environments so that this can change the entire structure and layout of buildings and aspects within the final concept.

He also suggests that with this, time may be an issue. I agree with Ryan's point of time. I need to ensure that throughout the course of the creative process I manage my time wisely. If I run out of time I won't be able to complete the tasks on my wishlist that I would like to.
















Shiam and Adam's feedback was also very helpful. Shiam suggests and recommends I read a book entitled 'Urban Decay' as well as produce more concept art to back-up my research. Adam very much like Brandon James suggest I work on small sections and build up asset-by-asset. This could be the basic floor, plumbing, bricks etc. In addition to this Adam also thinks I should research the materials and assets that would be effected by the distress (concrete, metal, vehicles etc).

I have examples of this recently in my blog but I have no objection to showing more example of this within my research. As the more research of these smaller details I have, the better the final will be. 



Final Major Project - Asset Research


Final Major Project - Asset Research and Pre-Existing Examples



To get a better grasp of what components will be in my final concept I needed to find more research on the smaller details of broken crates, cars, street lights, houses etc. This is necessary research if I am to push on forward and produce developed sketches/concepts and of course, my final concept.






















I have comprised a series of images across both of these research panels to better get an idea of how these assets could be composited together for a developed or hopeful final design. The how, what and why's of this is really to get a better grasp of the minor details that make a post apocalyptic landscape environment so unique. Why I am doing this is because I am planning to do a particular art style that requires me to identify these details for a good, full, finished product.




























Lastly, I wanted to look at pre-existing examples of these assets in-use for shows and films that follow this post apocalyptic theme. The reasoning behind this is to see how well this has already been done and for me to follow a similar method to achieve as good of a look for my work as well. Of course for the ones that are out of context or don't look too well, I won't bother using those.


Thursday, 25 February 2016

Final Major Project - Artist Research (2D Artist)



Final Major Project - Artist Research (2D Artist)



I had a specific look I wanted to achieve for my final piece which I didn't know how to do properly. So I decided to do some more research in order to find out who has done this already and how I to do it. Since it was so specific and a little harder than usual, I knew I'd have to look further into graphics design rather than games or film. So; I kept looking in graphics design and illustration.

Here are a few of the artists I've found...

Olly Moss


Olly Moss has created his own game called 'Firewatch' and here was the concept art to it. I like his flat, minimalistic approach to art with the basic masking of shapes and silhouettes of each component in the art piece. This flat, minimalistic approach is the same I have been practising and would like to achieve for my final concept with some minor changes and tweaks here and there.





















Kris Piotrowski

Kris Piotrowski is the lead artist and creative director for capybara games who worked on the game 'Below'. The art style for below is very similar to Olly Moss' firewatch in the respect of flat, primitive shapes/polygons combined together with added overlaying effects. These overlaying effects are the massive difference between firewatch and below. Firewatch is just the masked silhouettes where as below has dust, cloud, dirt, smudge particles overlaying the scenery.

Not only this but you can see how Kris Piotrowski has used lighting, brightness, saturation and hue to change the feel of each piece to suit the environment it is in. For example, this moonlight scenery has dark grungy textures over the hills and mountains but has amped brightness over the ocean view.


























Not only this but Kris Piotrowski's work differs but he also masks the minor details in the same workflow as the bigger components of the environment. This is something I'd like to do with my work but again, slightly alter and change it to better suit my idea and fit the piece better.


Wednesday, 24 February 2016

Final Major Project - Primary Research


Final Major Project - Primary Research (Environment)



To be able to further my development for environments I needed to extend my research to more primary research. So I took some photos of environments in-person of roads, colleges, garages, etc. Why this is better is because I am in control of what and the angles I take these photos at. But mainly more aimed towards what I can photograph, secondary research is limited in specifics hence why I am extending my primary research further to my artist skills with more in-depth compositions etc.

Here are (some) of my photographs...
















Another major source of good primary research was a art book Shiam showed me entitled 'Urban Decay' which has various, useful and helpful landscape photos of the urban world decaying. This is in the form of ruined, broken, abandoned buildings and structures. Although some and not all of the photos in the book are post apocalyptic, the artwork already in there resembles and shows the same features and aspects of that a post apocalyptic one would show already.

This was very helpful. These are the pieces I found helpful in particular.





Final Major Project - Silhouette Designs


Final Major Project - Silhouette Designs 



I want my final environment design to be comprised of masked polygons that silhouette the design and shape of each individual component. For example; each brick, window, broken tile will be masked in a different colour but done in-depth. I won't mask one whole large area as I have done in these designs but this exercise was to practice that 'masking' technique.

Here are the silhouette designs...























I did these in grayscale colour scheme to see which highlights would show best. After doing this I realised that the grayscale colour scheme was something I didn't want to keep because visually, it looked ok but didn't embody that apocalyptic feel. So I made changes accordingly.

I tried to follow the colour scheme I found during my research, i.e - plenty of greens, browns, light greens and dark browns. I felt this worked a little better but isn't still what I was looking for. However I took note of this and saved each colour scheme to compare and see which one I preferred.

Here is the re-coloured version of my silhouette designs...























Although the silhouette designs aren't to be anything highly detail and is just rough, basic outlines of what I could expect some of my ideas to look like I still wanted to gain a wider perspective on the bigger details of my work. The bigger blocked out areas, the shadows, edges etc.























This iteration of the silhouettes I feel was one of the best if not, the best. Reason being is because the colour scheme is as should be but the saturation was far too low and way too bright. So from my previous silhouette designs I altered the saturation to be higher and the brightness lower/

Here are the differences...


So from grayscale I made the colour scheme more appropriate and accurate to the theme so that my work was plain, gray silhouettes that didn't convey that message of war-torn and destroyed. After which I still felt that the design were off to I altered the brightness and saturation and finally, had the silhouettes I wanted. The reason this is so vital and helpful for me is so that when I come to completing my final concept piece; I know how to make appropriate changes for the better.

I want a post apocalyptic feel that conveys the message of a war-torn, destroyed world. This piece of research helped me massively in being able to do that easily and accurately.

Here is a final progression screenshot of the process in achieving the look for my silhouettes...

 



Monday, 22 February 2016

Final Major Project - Developing an Idea/Creating a Composition


Final Major Project - Developing an Idea/Creating a Composition 


To give myself a guide/layout of my environment I took various assets from images such as buildings, debris, roads, vehicles and particles. What I did was mask and cut out the sections and areas that I wanted for the composition and began layering them out in the positions I wanted. 

Although I had the full composition (image wise) complete, I still needed to fix and alter something. I couldn't figure out entirely what it was so I edited the lighting through hue, curves and saturation.

Here is the progression/layering of the composition without the added lighting changes...





Here is the final image before I had made any colour correction or lighting changes. This is just the basic outline and rough idea of what I would like my final concept to look like. However this doesn't mean I'll be using this as my final concept. As mentioned, this is a rough, basic outline/guide. 
























What I did was alter the curves so that each layer was significantly darker not only to mask out errors and imperfections with the masking of the image itself but also so give a darker and more grungy feel to the composition. Here is what the composition looked like once I had made those lighting changes.























I didn't want to stick with only one of these designs, of course. Only having one composition would prove for a lack luster developing concept. So; what I did was produce two more compositions that would better help me understand how I could shift, change and alter these for the best design.

I tried to keep the basics there. What I mean by this was layering and colour blending all of the layers so that they work in accordance and keep the look and feel of the post apocalyptic theme. Obviously I didn't want to stray from my creative path so I used the previous composition as a reference image.

Here is my second environment composition...




What I did differently with this composition was added the glare/dust particles which added a better and whole new feel to these compositions and will be a asset I use for my final concept, definitely. As much as this end product felt complete I again needed to add colour correction but only curves. It wasn't necessary for me to alter the saturation or levels at all. I much preferred this look to my last.

Here is the composition without colour corrections made too it...






















And this is the final composition with all added filters (Gaussian blur) and colour corrections.























This final composition actually gave the look and feel of a post apocalyptic city. The dark-grungy corner by the humvee and the huge glare from the sun by the destroyed ship really adds more depth to field with this piece. This helps practice the methods of achieving the look I would want in my final piece and additionally practising and executing the methods in filters, colour and layering to do so.

I did one more final composition to see if I could replicate this post apocalyptic feel. As much as I want the same look and feel for each of these I tried to make them a little different and diverse by using different effects and tools to achieve a different, yet similar visual aesthetic.

Here is the progression (gif) of the final composition I did...























I feel this composition exercise/research has really enabled me to utilize Photoshop's tools and utilities to the fullest in order to create a good, rough and basic outline of how I could execute my own post apocalyptic environment. From here I will begin to produce developed sketches using what I have learn't throughout this process to get the same, consistent look in all of my work.


Sunday, 21 February 2016

Final Major Project - Initial Sketches/Concepts


Final Major Project - Initial Sketches/Concepts



Now that I have a chosen theme/genre I needed to start on initial sketches/concepts done. How I went about doing this was using basic polygons to mask and silhouette assets of real landscapes (lamps, rocks, roads, houses) that I compiled into one, custom composition. From this point I will begin to paint and add further detail by using formal elements of art (shadow, tone, highlights and colour).

I came up with two concepts that follow that theme and feel of post apocalyptic, run-down and wastelandish. I did this by focusing on the obvious details such as rough, rigid, sharp, broken edges on concrete. In addition to this I also added caved-in and dilapidated houses/buildings. And the final detail was the colour palette. I used a monochromatic and warmer colour palette to define the 'used' look and feel to it. Browns, greens, dark-browns, light greens, grays and blacks.   


Here are both concept pieces (un-finished) thus far. Overlaying painting yet do be done.

This is concept one. This design is based off of a suburban/city area. 


This is concept two. This design is based off of a rural area.























My next step towards these pieces is to have them finalized and finished by painting over the masked polygons and add full-definition which I can then used for developed sketches/concepts.

Final Major Project - Research Pages (Developed Research)



Final Major Project - Research Pages (Developed Research)



At this stage I am looking to further develop the moodboards and mindmaps I currently have to finalize what theme I will be doing my final concept piece around. I knew I wanted to pick from a final three which were Fantasy, Sci-Fi and Post-Apocalyptic. I chose these because I either wanted a design I could run wild with and has loads of potential from a design perspective or a theme that was basic and bare so I'd have to creatively push myself. So this is what this process what for.

I have three design pages to cover each theme/genre (Fantasy, Sci-Fi and Post-Apocalyptic). Each one consists of some concept art of the genre as well as colour palettes; materials, textures and various assets/props that give me a better insight of the smaller aspects that add to the feel of them. 

Here is the Sci-Fi research page...



















In this research page I chose to focus more on the smaller trinkets and details that make a Sci-Fi environment piece as good as it is. For example; I decided to look more at the little LED lights, pipes and textures. This helped me better understand the work flow and creative process of a Sci-Fi landscape. Along with this and for the same reason I looked at common, re-occuring assets. 

I realized I didn't want to do a Sci-Fi environment after this developed research.


Next; I moved onto my Fantasy research page. Here it is...























For Fantasy I repeated a similar process. However, I focused more on the materials and assets that make the concept artwork so compelling. Mainly in Fantasy town or village concept art. I did this because I knew if I was going too do a Fantasy environment that it would be a town/village piece. So; as part of better understanding of the artistic elements I looked more into assets and textures.

I chose not to do a Fantasy environment either. I did this because I felt as though there was a little too much for me and I did not want to make my FMP harder than it needed to be by taking on more than I could handle. Fantasy environments are very compact and 'full' which I didn't want to deal with. 

Lastly and my chosen theme/genre was Post-Apocalyptic. Here is my research page for it...






















I chose Post-Apocalyptic since this as mentioned is such a basic, yet diverse idea that I could create a compelling, atmospheric illustration, concept piece in Photoshop but also allow myself to model an asset. I know that this has artistic diversity in texture, colour, concept and detail. I could manage this well with how much primary and secondary research is available on the theme as well.

So; from this developed research I decided I want to focus on the theme of Post-Apocalyptic for my FMP. I will focus on getting a full-scale illustration/painting done and if time permits a modelled asset. I feel confident that I will be able to achieve both of these and push my creativity. 

My next stage is to get some basic, initial sketches... 

Final Major Project - Project Proposal and Developed 14 Week Breakdown



Final Major Project - Project Proposal and Developed 14 Week Breakdown


As part of the course and curriculum, we have to complete a Project Proposal. Here is mine. In the Project Proposal I explain and discuss methods for how I will complete and approach each task throughout my FMP as well as how I will further develop, analyse and assess my work. Also in the Project Proposal I discuss my evaluation method & timetables as well as research, sources and ideas.

I also needed to do a 14 week breakdown of what I needed to do, what skills I developed and used whilst I was doing them etc. This is done in two-week increments.

Here is my project proposal.







 

Here is my 14 week breakdown.



















Thursday, 4 February 2016

Final Major Project - Initial Ideas, Mindmaps & Moodboards



Final Major Project - Initial Ideas, Mindmaps & Moodboards


As with all previous projects and units I need to find inspiration for my final major project. I knew that the subject I wanted to do would be an environment since I've been eager to try but never did. What environment I was going to do exactly was something I had yet to decide. So as with all previous projects I did both a mindmap and series of initial ideas, as well as a couple of moodboards.


This is my mindmap and initial ideas. In this I tried to look at time periods, cultures, genres and assets I could think about for my own design work. I did a fair bit of research for this. I looked at real world examples and concept artwork for fictional themes (Sci-Fi, fantasy etc).


This is my moodboard exploring the fictional genres and concept art from other artists. Still unsure about what exactly I want to do for my environment but just trying to gather some inspiration.


Here is my moodboard for real world examples. For this I tried looking at various locations, countries and see where, what and how I could incorporate my own twist on these environments. For example, how could I make the central Saudi Arabia district futuristic or Sci-Fi-like. If so maybe fantasy.

Wednesday, 3 February 2016

Discussing yourself as an Artist (Artist Statement about my own work & style)




Artist Statement (My Work and Style)


As an artist, my preferred mediums of work would be Photoshop and Maya. As a digital artist using materials like Maya allow me to bring characters, assets, props or creatures to life. I say Maya in particular because as a visual learner I can implement my imagination into a model a lot easier.

Technique-wise I would have to say 3D modelling. Reason being is a lot of the tedious and more difficult processes such as shading and highlighting in painting and drawing is already done by default in modelling. If not, there is a material or tool that can do it for me. It is easier and allows me to focus more on the idea and design rather than the formal elements of art behind it.

As an artist, my prefered style of working would be alone, at night. Something about isolation allows me to purely focus on my art and get lost in my own world. Most of the time I'll have some form of music playing whilst I do my artwork too. If I ever have a creative block, a dream or artists work helps me get past this. Whether it is online or in person. I'll usually get past a block in a day or so.

The purpose of my work is to inspire and entertain people. I find a massive amount of pride in entertaining others with my art. I want to be able to give people the same enjoyment and amazement with my art as other artist have done for me. That is the purpose of my art.

The important elements of my work would have to be execution and detail. Originality in this day and age is non-existent, near enough. I find if you can take a similar concept but add to it and give more depth and reason to stare and look at something, you've done your job as an artist right. That is what I personally believe are the important elements in my work are. It creates an atmosphere you can get lost in. The use of shadow, line and immense detail is what captivates you as a viewer of art.

For the future I would like to develop a cleaner and more refined or better look art. As well as this do what I have always tried to do and develop more original work, more specifically in my own style. That's also a development in my art I would like to make in the future.

As of right now I would best say that my work resembles that of Graphic Art. The simple, minimalistic approach to my traditional and digital work makes this apparent. In the future I would like to see if I can branch out into abstract and Fantasy art styles.






Tuesday, 2 February 2016

Mechanical Marvel - Industry Software



Mechanical Marvel - Industry Software


In games design/development there are particular sets of software each that does what the other may not be able to, or better. This software can range from video editing software, sculpting and modelling software and of course, photo-manipulating and painting software. But which is which?

As a game designer/developer you're going to at some stage use all of these software so it is essential that you learn and familiarise yourself with all of the editing, photo editing and modelling software.

Photo-manipulation Software

Adobe Photoshop

Adobe Photoshop is probably the biggest and most versatile photo editing software out there currently. It allows games designers to comprise digital design sheets and more commonly used, for painting and digital illustrations. Photoshop has a built in panting panel that allows you to paint in it.
























Adobe Illustrator

Adobe Illustrator is just as big as Photoshop but isn't used for the same thing. Illustrator is mean't more for polygonal illustrators, logos and vectors. However in games, this can still be useful.
























Sculpting/Modelling Software


Autodesk Maya

Maya is probably one of if not the most used software for modelling assets, characters and props for games. It has versatile and in-depth use of polygonal shapes and a powerful rendering engine. The software as a whole that has multiple built-in tools, engines and features. A software essential.


























Autodesk Mudbox

Mudbox is the sister-software to Maya and since it was made by the same company, it is evident that similar features follow over from Maya. However, Mudbox is used more for sculpting and creating more realistic character, animal, monster and creature characters. 

























ZBrush

ZBrush is like Mudbox but ZBrush is far more advanced and has a wider variety of tools for higher-detailed sculpting. ZBrush is used by most if not all character modellers and designers just for the tools that allow you to get you such a high detailed final render on characters, monsters and creatures.
























Autodesk 3DS Max

The final software apart of Autodesk is 3DS Max. 3DS Max is more used for animation since 3DS Max is built for rigging, animation and has the best rendering engine of the lot. It gives the best final result visually with higher detailed shaders and smoother frames as a whole. 






















Video Editing Software


Sony Vegas Pro

Sony Vegas is a basic but advanced video editing software that utilizes a timeline, media generators, visualfx, text, keyframes and more. It is easy to learn but for small, short high definition cinematics or trailers. This can also be paired with the more advanced and commonly used Adobe Premier.






















Adobe Premier

Adobe Premier which is like Sony Vegas, yet more detailed and advanced. Why? Because premier has a wider array of visual effects both for games, movies and more. Not only this but also for vector animations. Essentially this is the best video editing software you can get. 

























Misc Software


XNormal 

XNormal is a basic piece of software that allows you to turn any real-life Photograph or image into a map or texture. For example you can create maps for models in Maya, Mudbox, Photoshop and 3DS Max from XNormal. The software has various other features for both low and high poly meshes.