As the character project progresses
we start to delve into the concepting stage of our project. However before we actually
start concepting, in visual design we were given a lesson on how to make strong
moodboards. From attending this session I started to see how weak my moodboards
were as compared to what they should be in fact. Below is an image of one of my
earliest moodboards on the course.
As you can tell above there is no
annotation to suggest where I am going or what in fact I want to design. In
addition there is little organisation with my images as one can see that there
are images of Celtic artwork scattered around and mixed in with images of
rocks. From this session of moodboard design in visual design I had learnt that
essentially a moodboard needs to communicate where I am going and what is it I
am attempting to produce. This should as a result produce a stronger idea for
what I am designing as I get more involved with the images I am taking
reference from and start to understand each of the traits I would like to use
to produce my concept. Below is my moodboard for the current character project.
As you can see it’s larger in
scale, it’s broken up into sections to organise the layout better as well as to
allow me a sense of ease of access when scrolling through. This will allow me
to pick up areas that I find interesting and strong and use them as inspiration
for my paintovers and photobashes. Moreover there is annotation for me to get
my ideas on paper and for me to refer to in the future if say I go off tangent
with what I am attempting to accomplish. Comparing these two moodboards
together I feel reflects my progression on the course, I would like to say I
have started to become more detailed and open in my approach to designing
concepts as you can see in my paintovers I have produced this week.
During the paintovers I produced paintovers of myself older using what I have learnt from studying facial anatomy to aid my rendering |
In addition to moodboards this week
Mike elaborated on producing paintovers and photobashes. Using the
orthographics we took of ourselves last week I produced a range of paintovers
for my character. Essentially I wanted to develop a Moorish barber surgeon type
character. To reflect this in my character I made a second moodboard consisting
of Moorish clothing and barber surgeon accessories and attempted to mash them
together in my design. This way it should communicate to audiences that one my
character is a moor but also my character has a medical background.
Whilst I was producing these
designs I started to notice that the silhouette of my designs weren’t particularly
strong. As a result of this I added a black colour overlay onto the paintovers
to make into a silhouette and then work into them producing a stronger design.
I quite enjoyed producing these paintover concepts, they opened my eyes to how efficient
and quick it is to create a readable design.
Game production
This week there was no formal game
production lesson instead our tutor came over to check up on how we are doing
as well as give us a brief introduction to limb deformation. I was quite disappointed
that our tutor didn’t spend time to elaborate on how we could achieve good limb
deformation in our models as this is not an area we have practised and seeing
as we are to rig our models admittedly I am quite scared. However I think I
should get stuck in make mistakes and learn from them.
Critical studies
Just like game production there was
no formal lecture/seminar however instead we were treated to a guest lecture by
DMUGA alumni who have gone on to work in the field. I really do feel as if I
have benefitted from attending this lecture. It put some things in perspective namely
how to improve and do well on the course. One thing I really took from this
lecture was that it’s okay to make mistakes because particularly with 3d we are
just starting out as I think Del said it (one of our guest lecturers) there’s
no way we can be good if we are just starting out, we have loads of time to get
better.
This statement is something that I’m
going to take in account when approaching future projects.
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