
Modules
- 3D Projects (7)
- 3D projects 2 (4)
- Analysis (1)
- Captain brief (1)
- Digital art (5)
- Digital art 2 (3)
- Jacket brief (1)
- Traditional art (20)
- Traditional art 2 (19)
Monday, October 26, 2020
Final Fantasy XV- 3D artwork analysis

Saturday, October 24, 2020
Digital landscape concepts- Greyscale
For digital art I was tasked with doing some short concepts using greyscale tonal values. The image above was my finished piece. The idea for this concept is a rock beach landscape set in Japan or a made up place. The creeping vines and jagged shapes convey an eerie atmosphere and the arch denotes a sense of mystery and journey. I used different layers for each part of the perspective and different tonal values to represent a sense of closeness and distance. I have tried to make the shapes simplistic and clear so that if this were to be used in a pipeline artists could grasp a clear idea of the desired concept and atmosphere. Below I will include some process pictures.
Tuesday, October 20, 2020
Traditional still life studies
This week I was tasked with sketching a range of pieces from still life using different techniques in order to build up my observational drawing skill set. I initially found still life drawing challenging but as I progressed through the tasks I felt increasingly confident. I will continue to practise in order to be able to create accurate pieces of quality.
Saturday, October 17, 2020
Treasure chest project
For this project we were tasked with modelling a low poly treasure chest which opened and closed on a hinge. I really enjoyed this project as I was able to pick up even more skills and different tools to use in order to improve the quality of my work. I already have some ideas of how I plan to texture my chest once I have finished unwrapping it. Below I will insert some screenshots of the process, mistakes and how I fixed them. In this project I also tried to make sure that my chest had nice topology and could be game engine ready if it needed to be once unwrapped and baked. I was excited at all the possibilities I had when modelling this as I added some of my own touches using some tools that I previously picked up. Later on if I have time I may add some extra details such as more objects inside or out.
Here is the start of the base of my chest, along with chamfer, bevel, inset and extrude I was able to create this using a basic cuboid shape. On this screenshot I had just extruded the faces of my chest inward to create a more dimensional and aesthetic appearance, later on I go on to adding a second bevel to further refine the shape.
I also connected up some edges and target welded some verts in order to create this shape so that when I extruded it inward it would create a nice almost lock like shape to it.
This was the finished result of the extrusion I am pleased with how this shape looks and how much dimension the box now has.
I then moved onto to the lid and did this is a similar way to the base but using a cylinder sliced in half, I added the chamfers and bevels to stick with the shape of the base.
Once the main body of the chest was done I added some simple feet made out of cubes which I sculpted to have a more aesthetic appeal and also some ring handles either side which I made using the spline tool. I struggled a bit getting to grips with the spline however I think it turned out ok in the end.
I then went and corrected any problems I faced with the topology and geometry of the mesh. Here some of the geometry had gotten tangled and there was some strange verts on the inside of the model from where I had made changes to the shape of the chest. I fixed these by target welding these verts and connecting them up so that the mesh was no longer tangled.
Another issue I wanted to fix was the topology of the chest. As you cant have shapes that are more than 4 sides I used a tool which pointed out all polys over this count and then connected verts up in order to split these shapes into ones which only had 3-4 edges as this is what would need to happen if it was going to be put into a game. Once this was all fixed my chest had nice topology.
Here is how I dealt with the previous issue, the shape has now been split into a 4 sided poly and a tri.
This was the final outcome, there's a lot I would have liked to have added but some of it I'm not sure how to do. In the future I would like to take this into zbrush and sculpt it using that. I am pleased with the outcome and I definitely leant how to troubleshoot a lot of issues during this process which I tackled. I would also like to experiment a bit more with the shape of the chest as I think it could look more interesting. This project was a challenge but I learnt how to use many new tools in the process.
Dagger Project- Unwrap
I dropped this basic ice and stone like texture onto the model before unwrapping it as I wanted to see how the texture would apply to the model.
Here I am beginning to slice down the handle so that I can peel and relax the mesh in the UV editor. I used a combination of the break and relax tools along with welding some edges back together. When unwrapping I noticed that on the handle I had some double edges and verts, I corrected these by welding them together so that my unwrapped mesh would function correctly.
As you can see the checkerboard texture is no longer distorted on the blade and all squares are even in proportion so that when come to make the texture it will lay nicely on the model. I then went on to optimise my UV mesh by snapping and flipping one side of the mesh to the other in order to use less space in the UV plane and therefore this would use less memory and be more optimised for use in a game. I will insert a picture of my final UV below. I tried to use the space in a well thought out way however there is some left over space.
Professional brief 2- The captain
Style Idea board- 7.10.22 week 1 I collected some initial reference from artsation of stylised character designs which I liked. Since I ha...

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To start off this part of my digital project I collected some images that would help give me a solid starting point to come up with some in...
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Character project blog (contextual tasks at the bottom) For our final 3D brief of this year we will be doing a...
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For week 7s task we had to draw a human skull from still life ensuring that we include all the elements that have been put into practise o...