Friday, 29 January 2016

Week 2


29/01/2016
Charlotte Bethany Henderson
100359031

Week 2

This week our lecture was based around distinguishing features of victorian housing, things such as Iron Railings, Corner stones and styles of window, that we could include on our buildings to make them more period appropriate.

I spent this week blocking out the main shapes of the building, and working on scale, as this was something that our group was failing to work on. Once I had the general shape and scale, I started plotting in where floors would be, and adding in areas for windows etc.

There wasn't a lot of discussion on boundary walls, so I have decided to leave the right side of my shop front as a flat side, this is the only boundary wall that I have to work with, which works well with my design. Whether this works with everyone elses designs has yet to be seen, as there has so far been very little communication within the group.



Wednesday, 27 January 2016

Life Drawing week 2


27/01/2016
Charlotte Bethany Henderson
100359031

Images from week 2 of Life Drawing.





This week we didn't have a life model, so we spent the session drawing portraits of each other. Once again, I need to work more on getting in detail, as none of these really contain much more than face shape, and shading. I need to spend more time working on getting features sketched in, so that they are useful in future to work from.

Monday, 25 January 2016

Week two - Character Concept


25/01/2016
Charlotte Bethany Henderson
100359031

Week two - Using Colour

This week we looked at character concept art, and the considerations that go into them. This included looking at character expression sheets, as well as using the characters background and attributes as a basis for how they might look. Will the way they dress or the way they look affect their animation?

The sessional task was to add colour to an image that we were given to a completed concept piece.
My attempt at this is shown in stages below.

Original Image



















Adding Basic Colour

To start with I added basic colour to the image, I felt that the green and brown worked well together, as a sort of 'forest' themed costume for the character. I also chose to give him a lighter green skin as I wanted to keep the colour palette fairly limited, otherwise I thought there would be too much going on within the image.
As a final touch, I chose to colour his amulet a bright red, as this is a contrasting colour to the green, which really makes it stand out.










Next to the image I was working on I kept a small colour palette that I was working with, so that colours could easily be reselected, as well as in order to keep track of how many colours I was using. In hindsight I should have kept this on a separate layer, rather than adding it onto the corner of each layer I worked on.













Shading and Details

Adding shading onto the character makes it look a lot more 3 dimensional, rather than a flat drawing, it helps to get across more details in the character, and generally just looks a bit better.
On this image it also helps to cover up the underlying outlines of the image, making it look neater.













It has also helped to create depth within the image, showing that the across body straps, sit on top of the shirt, rather than being on the same level as it.
















Finished Image


Friday, 22 January 2016

Week 1


22/01/2016
Charlotte Bethany Henderson
100359031

Week one lecture and trip to Warner Brothers Studio

On Thursday of this Week we went on a trip down to The Warner Bros Studios Harry Potter Studio Tour, to get reference imagery of the buildings in Diagon Alley (whose set is the same as the set used for Hogsmeade, just repainted) in preparation for the project this semester. The trip was useful both for images to use in 3D modelling but also because there was a lot of concept art that was on display for the films, which will be helpful for the CDDA Module.

The first lecture of this module was an introduction to the task that we would be completing during the semester, creating a victorian shop front, with full window dressing, like those we saw in Diagon Alley. We got into groups of 3/4 as at the end of the semester we'll be putting our models together to create a row of shops, far more interesting than a stand alone shop front.

For the most part I spent this session creating a moodboard of victorian housing that I felt would help me to develop my own shop front, picking up on things like spires, the large bay windows and the style of roof. I have included this work below. For next week I need to draw up a general plan of what my building is going to look like, so that within the group we can decide how the boundary walls are going to match up.

My original idea was to create a victorian style pub, similar to the leaky cauldron, but after a discussion with Jamie, I decided that because of the style of window that most victorian  pubs have, it would take away from any window dressing that I did, and instead swapped to the idea of a high end toy store, which would allow for much more innovation in the small details of the model.




Wednesday, 20 January 2016

Life Drawing week 1


20/01/2016
Charlotte Bethany Henderson
100359031

Images from week 1 of life drawing.








While I am quite pleased with this work as my life drawing skills were quite rusty, I definitely need to work on proportion, especially in the lower body, as well this I need to work on being able to work faster because I didn't managed to finish a single drawing in the time frame.  If this isn't possible I need to atleast work on getting more of the details in during the time frame, so that the images can be used to work from later. This may be helped by working on a smaller scale perhaps.

Wednesday, 9 December 2015

zBrush Alien Head


09/12/2015
Charlotte Bethany Henderson
100359031

zBrush Alien Head

We were given another model, this time of an Alien Head that had been modeled as a low poly object in Maya and a high poly in zBrush and were tasked with using zBrush to texture it. I also created a normal map for the object, as well as cavity and AO maps.

I started out by applying simple colour schemes to the model, different colours for the teeth, skin and eyes to see what I thought would work well together. Once I had settled on a pale green for the basic skin tone, a 'rotten' yellow colour for the teeth and an acidic yellow for the eyes, I started putting more detail in with the colours.
I had decided that I wanted the creature to look amphibian in nature, so i kept the colours dark to emulate the colours you'd find on deep sea creatures and those who live in murky rivers, to blend into the dark colours near the water bed.
I kept the lighter green in the main skin colour for areas that would be more sensitive, either underbelly skin, or skin that had been damaged in fights etc, hence the skin around the upper lip is a paler green, as this is naturally where scarring would fall on creatures like this.
I chose to work some dirt and blood stains into the cracks on the teeth, to make them look more used, as he isn't exactly going to be brushing his teeth after every meal. The acid green on the inside of the mouth is to create a bile-esque look, to insinuate that the creature produces venom.
I chose to make the metal inserts on his spin look pretty mismatch with the creatures colouring, as I had the idea that maybe they were actually being controlled by an outside force, as the metal and the panelling does not create cohesion within the style of the model in my opinion.
I took the diffuse map into Photoshop once I had baked it out using xNormals and applied several textures that I had found of scales over the base colours of the head, as well as using images of cats eyes for the creatures eyes.
Finally I kept the spec and gloss maps fairly shiny so as the creature looked like it had been submerged in water recently, as in my opinion that is the setting it would most likely be found in.

These are the final renders from Marmoset.




Textured Cottage


09/12/2015
Charlotte Bethany Henderson
100359031

Cottage

We were given a model of a Cottage to texture over the course of several weeks using several different texturing methods including tiling.
We also had to create other maps such as normal maps and specular maps.
These are the final renders of that cottage from Marmoset.