Wednesday 30 March 2016

Personal Work - Painting practice with low opacity and flow also using textures.

So I decided to do another staff as practice. I'm just practising painting without showing strong black outlines to distinguishes what parts are which so instead I'll only use them as a starting point or a outline just like I did when painting my tree. This doesn't mean I will completely stop showing black outlines to distinguish things for the final piece but it's just to help me broaden my range of skills to blend and make things stand out more

So I started off with a rough sketch for the staff.  I wanted it to be a fire staff which was quite different from the other one I have done previously.



 Painted in the staff and started the base for where the fire will come from.

 Added more detail by building up the staff and flames using a low opacity and flow to try and make a more natural blending look to the staff instead of a slapping on different colours of paint or just using a low opacity.
 I then added a texture to the flames on a separate layer on overlay.
 Added a few more flame textures
Final:

When I first started drawing the staff head, I was kinda randomly scribbling and came up with a happy accident. As you can see in my opinion it some what looks like a helmet.
So I started to draw a bit more and expand on it.

 Then I messed it up by adding a rubbish body to it. ( body looks too small >.< ) :(

I will continue to alter and finish this piece of work another time.

Friday 18 March 2016

CGA Gameplay and Interactivity - (Group Project) Dialogue and Score fixing

Another member of my group project has done a script for dialogue so now you can talk to the Leader of the mushroom village and the mushroom kid for the story.




 Slight problem
While I was playing through the game to test out how it is and to find any bugs that I could fix, I encountered a slight problem with the score system. I can carry the score I currently have through to the next level which is fine but because I have't actually done anything to punish the player for dying such as reducing the score. The player can just kill the enemies in the level and collect the gems and die in that level and repeat the process to get a higher score because I haven't don't anything to reduce the score.

Kill and collect gem, score =2

Die and respawn, score =2

Kill again and get gem , score = 3

So as you can see this is quite a big problem but not one that is hard to fix so I added one line of code onto the player script where if you dye, you would lose 3 points.


Then I encountered another problem.... you would now go into the -/minus score. This can be easily fixed as well.

Then I add this in. I tested it in game and it works, so basically if it is a score such as 1 and I die normally it will subtract 3 points away but instead of doing that it will set the score to 0.


Monday 14 March 2016

CGA Visual Design Week 23 - Brush Technique and Speedpaint

At the start of the lesson we watched part of a video explaining the use of opacity and flow in Photoshop.

Link (short 5 minute section at 36m21 secs of this Bobby Chiu videohttps://www.youtube.com/watch?v=TPoiJ6D_RD4

So we were given a blob and was were suggested to use a soft round pressure brush with a low opacity and flow setting around 30% and 20%.

 Original blob:


Finished blob. As well as using a low opacity and flow, we were also suggested to use 50% grey.


Next we moved onto some speed painting.

Original Image of whalekid:






Final:
Overall I am quite happy with the out come but some of the shading I have done is not the best that i could have done. Not everything really blends in and I feel like the contrast between the light and dark areas are very distorted and doesn't quite look right. 


Wednesday 9 March 2016

Life Drawing Session 20

We did the usual 3 minutes each for 6 quick drawings, but I found only 3 minutes for each drawing this time wasn't enough as were drawing our model this time with clothes on so it was quite hard to get all the detail down.


Then we spent around 15 minutes each on 3 drawings looking at the perspective of our model and the broom.




We then spend around 15- 20 minutes on the last 3 drawings. The first one we had to draw our model in a robe, we did this because it's generally quite hard to accurately know how the body is or looks under a robe and some people found it quite hard to draw him.




Tuesday 8 March 2016

CGA 3D Art Production - Fire animation

So at the start of the lesson we opened a a unity file which contained a urn.


We then had to make 2 new materials called Fire and Smoke and apply the textures to them.


After that we added 2 particle systems and added the texture of the fire and smoke texture to them. We experimented a bit with the settings to see what they do and how to make the effects look better.





Monday 7 March 2016

CGA Visual Design Week 22 - Form Language

For the start of the lesson we watched a video on form language and how it is created and how it is used in painting and such to create the flow with in the piece of work so it doesn't create a disequilibrium.


So during lesson we had to create design sketches for a sci-fi digging/ construction machine/ vehicle using 2 different form languages:

1) Angular geometric shapes and Lines
2) round geometric shapes and lines.