Visual design
This week of the character project,
as part of our anatomy crash course we were treated to a session on
understanding drapery. As our characters will be clothed we should be able to
render this with some realism otherwise it may appear that our character is
nothing more but a Lego block. This lesson took me through a range of folds
such as diamond, thrust and half lock. Admittedly I felt that my understanding
of this session was quite lacking so as a result I decided to explore drapery
in more detail via a Pinterest board as well as producing a double page spread
on the subject in my sketchbook.
This I feel will come in handy in
the future as I have a personal reference to refer to when trying to depict the
different types of folds in the clothing of my eventual character. Moreover
this should push my understanding of how drapery works over forms. From my investigation I had learnt that what
essentially creates a fold is a point of tension. This point is where all the
creases and spirals originate from and develop the draped form.
Game production
In game production we further
pushed the theme of drapery and got a chance to model drapery on a pre-modelled
and pre rigged arm. During this session I experimented with different ways on
modelling drapery such as chamfering edge loops and extruding them among other
different methods. Eventually I decided that the most efficient way would be a
produce a swift loop, extrude the edges and adjust the folds to make it appear
as if gravity is affecting it. This way this should produce a somewhat
effective yet low poly fold. In addition to this I learnt another method of
creating efficient draper which doesn’t eat up the tri count. This would be to
only model the folds with affect the silhouette and texture in the other smaller
folds, communicating the look of drapery effectively whilst saving on Tris which
I could use to model more details in the face.
My drapery attempt |
Critical studies
This week in critical studies we
were given the brief for our character project. We are tasked to produce a
character which will fit within the village style guide constraints and also
share a likeness to ourselves. This brief is something that excites me as
characters has always been a passion of mine and I cannot wait get stuck in the
concepting stage.
Lastly after the brief was set we
took front and side orthographic shots of ourselves to use as reference of our
characters.
Other work
The final result |
The final result - note this is the first time I have made a painting straight from colour |
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