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Tool kit 2 3D - Character project part 2

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 Case study Rafael Grassetti The first game artist I will be looking at for my case studies, is Rafael Grassetti, who is a very talented game artist working with both 2d and 3d. He has worked on a lot of major titles in the gaming industry as well as cover art for both Marvel and DC comics making him well versed within in the design industry as a whole, being able to work effectively in both 2d and 3d media. One of his most notable roles in the games industry recently is his time working on God of War as both a principle artist and art director. For the purpose of this case study, I will be focusing mainly his roles in a 3d aspect, how his 3d workflow is structured based on different models and character designs he has poseted on his artstation portfolio. One of his most recent works on his art station accounts is a character design based on the Arrakis suit from the Dune films. In his process for modelling this design, he has used both 3DS Max and Zbrush. The initial modelling pro...

Industry practice - Environment pieces and Project evaluation

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 Asset production This week I will be starting to draw the final backgrounds for the visual novel, this will include both of the environment designs that I have made so far, and any other environments that other members of the group have designed. In order to do this, I will be following the same art style that we decided on at the start of the project in order to keep in line with the style being used for the character sprites and the UI. To start this process, I will be deciding on a colour scheme for each stage of the environments in order to properly incorporate the character sprites into the environments, even if the colours are different, having some form of overlay will allow this to happen more easily.  For the finalisation process, I will start with the most used environments over the course of the novel, finishing with the ending scenes that are only present in one part of the game. The first environment I will be finalising is the bedroom environment, as this backgr...

Real Worlds - Part 2 Environment development

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 Main building design Initial Building Designs: For my main building, I would like to design something based on real world quarry buildings and mineshafts as I feel like my game idea would be mainly taking place in a more subterranean environment with a lot of mining equipment and buildings around the world that the player is fighting in. In order to get enough ideas for my building design, I have compiled a moodboard of different real world examples of mining related buildings showing off the different kinds of systems that are a part of buildings found in quarries and mineshafts. Using the images of mineshafts and quarries, I'll start to sketch some initial ideas, starting off with sihloettes to get a general idea of the shapes that I will be using in the building design, which I will then move onto creating some more detailed designs before finishing off the design. For the initial design process, I started off with a series of different sihloettes using two building bases which...