Thursday, September 23, 2021

Common Art: Week 04- Use of Basic Lighting

This was a lighting study based on a UE5 scene that consisted of primitives, various materials including emissives, and a basic 3-point lighting setup that I tweaked to make more dramatic. I had fun painting this assignment. I started by blocking out the shapes in photoshop, then going shape by shape and detailing each shapes shading, lighting and color. Lastly, I did the background. This methodical approach was an interesting way to approach the project as opposed to establishing flats, then shading, then ligthing.

Monday, September 20, 2021

3D Art: Module 1 Week 04 Homework

 







For this assignment, we took our 3D scenes and brought them into unreal to add lighting and basic movement using blueprints. We also rendered out a cinematic scene using unreal with a movie camera, and other dramatic effects, that were then brought into After Effects and Media Encoder to export.

Thursday, September 16, 2021

3D Art: Week 03 - Use of Value and Contrast



For this assignment, we learned about Value and Contrast using a non-destructive workflow. I was somewhat familiar with this approach in Photoshop, but I have avoided it in the past, if I'm being honest, out of laziness, but after this assignment, I really see the value in it. I like the flexibility of being able to adjust values on the fly and be able to tweak the image so easily. Now that I fully understand the workflow and the reasoning behind I will try to continue to implement it into my digital art.

 

Monday, September 13, 2021

3D Art: Module 1 Week 03 Homework

 Part 1:



For Part 1, I implemented hierarchies, which was helpful to relearn. It is something I will definitely continue to utilize throughout my 3D Art projects.

Part 2:




For Part 2, I had fun messing around with Unreal Materials and Lighting. I especially liked the emissive, I know they are not technically lights in Unreal, but I really like the atmospheric effect they produce.

Part 3:




For Part 3, I went a little overboard but had a lot of fun modeling this Cyberpunk City with flying cars. I went in with a few reference images and a loose idea of what I wanted to accomplish, but I ended up really liking how it turned out. Given I ended up with a lot of models, I had to do a lot of organization, and I had a fun time establishing hierarchies that will allow me to animate this scene moving forward. 

Thursday, September 9, 2021

Common Art: Week 02 - Use of Silhouettes



For week 2 of common art we created thumbnails and silhouettes for an existing IP. I decided to create a medieval fantasy version of Samus from Metroid, a Sci-fi platformer.

 

Monday, September 6, 2021

3D Art: Module 1 Week 02 - Basics of Topology











Even though I have experience with 3D Modelling in Maya, this was a challenging homework assignment for me, and I learned a lot. Prior to this assignment, I was not aware of fencing, deformers, and had not used the quad draw tool before. However, I'm really excited to apply this knowledge to future models. As for the assignment itself, I followed along as best as I could. For the final robot kitbash, I had fun turning the cute little robot into a hunkering tank. I tried to maintain the cuteness while juxtaposing it with the new militaristic elements.


 

Friday, September 3, 2021

Animation: Week 01 - Move Object

 

Common Art: Week 01 - Use of Basic Shapes


Common Art: Week 01 - Use of Basic Shapes

For this week's assignment, we designed creatures and monsters based off of the basic shapes: circles, squares, and triangles. For my circle creature, I created a Baby Cthulu monster that I tried to make as round, friendly, and cute as possible, despite being a primordial elder god. For my square creature, I made what I call a Plague Wraith, inspired by plague doctors and Dark Souls bosses, with a distinct mask, as well as a sturdy stature, and staff that contrasts their ghostly visage. For my triangle creature, I created a Lightning Dragon inspired by Shenron from Dragonball, Haku from Spirited Away, Rayquaza from Pokemon, and electric eels. I had fun creating fantastical sharp angles and attempting to create a creature that really encapsulates lightning. The overall art style was inspired by Darkest Dungeon and Hades, with distinct line art, as well as shading and coloring with more emphasis on style than realism.
 

Sprint #5 Delivery

For this turn in I replaced my old fog media player textures with a more dynamic fog floor material with panning textures and waves, as well...