Over the course of the project, I have developed and shown a few skills, and hope to show a few more in the last parts of it. Some of the sills I have shown are in drawing and sketching, particularly in creating my concept art for my alien. When I was drawing and sketching out parts for my aliens, I had gone through multiple iterations of lines and head shapes and designs, making a few very different designs for the same parts of the alien. I had also come across a problem through my concepts – I was not sure how to show the alien as a whole, which I had solved by focusing on the various parts of the alien, which also allowed me to be more creative with how I want the design. My sketches were annotated after drawing them, so I could reflect on the decisions I made that lead me to certain designs, and how I could use them in other areas.
I have also used a few skills in 3D – I had taken the sketches I had of a couple of my heads and attempted a few basic models of them in 3DS Max, and unwrapped one of the models to attempt to texture it.
I would like to use more skills in Photoshop and 3D, as I have not done as much work as I originally planned to do in those. I would like to use some lighting and texturing in some of my 3D work, and create either a photo composition or digital painting for concept art in Photoshop.Some of the personal skills I have used are in working to targets, independance, self-analysis and reflection and organisation. I have been managing to achieve my personal SMART Targets I have set myself every week, and I have posted about my progress and evaluated my own work for every other week or so. All of my work is my own, although I have recieved some help in the form of advice from others, the work was all done independantly. This blog is also organised to easily navigate to specific parts of my project, such as my research, my assets, concepts, reflections and ideas.
angled view of the forth bridge and the firth of forth on a sunny day with light clouds
When making concept art, I should consider Composition Principles – Basic Shapes, Contrast, Rhythm, Depth, Scale, Dynamics, Flow and the Rule of Thirds. Using these will make sure the piece captures enough information to get my concept across to the viewer.
In a situation such as making my character for my final project, The principles I should be considering in particular are Scale and Dynamics. The scale will make sure my character is portrayed at the right size in the piece, or exaggerating it if intended. This could help emphasize the character in the piece. Making the concept art appear from a different angle could also help give another view, such as the following piece of concept art which makes it seem as though the viewer is being hunted.
I should still consider the other principles, using them to certain effects wherever possible.
This time, the models were primarily based off splines.
The bottle I made by drawing the outline of half the bottle, then applying a lathe modifier to it to bring it around. I then added an edit-poly modifier and adjusted the position of some of the vertices at the bottom of the bottle.
The screwdriver was done using Loft. I used splines to draw a few shapes (A star, 2 circles, a rectangle) and a line for the “Path”. The star was adjusted into a flower-shape. I clicked the line, and added the loft modifier to it, adding the shapes every so often along the path which would then expand to fit the shapes, until I ended up with the screwdriver.
Again, the techniques were rather simple and there was no difficulty to using them, at all – I feel like I could comfortably use the two in future projects.
Lathe can be used in any object that is circular from one or more axis, such as a bottle or a wine glass (both are circular from the top-down).
Loft would be much more useful for snaking objects such as roads, or anything that is long or continuous. Other examples could be for the screwdriver or potentially walls.
So, Today I messed around with MSmooth and Auto-Smooth in 3DS Max, and made a couple joysticks and a few taps.
The basic models were first created by creating a box, adding an edit poly modifier to it and just using extrude, inset and bevel until I got the basic shape.
For the joystick, I then added some chamfers (which cuts/flattens a corner/edge) to make the shape seem a little more natural and then added auto-smooth so the render visual would seem a lot smoother. The top of the second joystick looks much more smooth than the tip of the first Joystick.
With the taps, I simply applied M-Smooth and then a few Auto-Smooths (under Polygon Smoothing Groups) to the second one – it ended up very round, Not something I’m a huge fan of. With the third, I applied a few chamfers to some areas and then auto-smoothed, I think it turned out much better.
I found that while M-Smooth does apply a lot of smoothing to the shape, it also makes the geometry unecessarily complicated, and it gives me much less control – it will smooth the entire shape. Chamfer with Auto-Smooth gives me much more control on specific sections and groups of the object.
Overall the process was rather simple, Just a few modifications will smooth a lot of the object in almost any way I want it to. I could see use of this in modelling to reduce the amount of geometry I need to make something appear smooth – or make something appear smooth if I think it already has enough geometry.
Well, Here’s the background scene I did. I learned how using different shades in layers can give an effect of distance. These Mountains were made from a scattering square brush with some Size and Angle Jitter.
At least I think it’s a dinosaur.
This was made using various techniques, such as Free Form Distortion and a few Parametric Modifiers and some Mesh Editing
Yes, I am aware of her lack of legs and arms.
This let me practice some of my skills in 3D which I’m now more comfortable with, primarily Free Form Distortion.
I really want to spend some more time on this and add more detail to it, the basic shape to this is extremely simplistic. I also want to add a texture and animate it at some point in the future.