Character Conceptualizing

before heading into backstory for my character I chose to sketch out fast thumbnail designs on Photoshop using a pen pressure controlled transparency. I chose to do this to get a rough idea on the character I ended up creating and others that could push ideas within the future. As a time limit and to loosen myself up i gave myself a set time of 30 seconds for each thumbnail. In doing so I was allowing my hands to loosen and not to think too much on the brush strokes I was creating. Having already studied life drawing prior and having brief understanding on how human anatomy was I saved time in not looking at reference images.

characterthumbnails

A lot of the same designs started reflecting in each new thumbnail with ideas then bouncing from one another resulting in me knowing further the type of character I wanted to create. The next step was to devise a background for the character as well as details such as name, age and appearance.  Drafting this out a few times the final result was that she would be a Demon Tamer, 25 years old and that her name would be Kasdeia Ravada.  The full in depth back story is below.

KasdeiaBackstory

It was then from the backstory that I began drawing out more detailed concepts first by hand then transferring the styles and elements digitally all the meanwhile using references to help me along the way.  Initially within my hand drawn concepts I depicted Kasdeia with the faun like ears from a young age rather than something she was given.  It was playing with this idea though that helped me within developing the back story.

18698151_692604027590173_3372229283356809232_n This was the hand drawn idea within my sketchbook initially the idea was to make her look mysterious even as a child however, i felt this didn’t reflect her persona or the troubles she was going through. I also started writing notes along my work a small example of this can be seen on this concept where I’ve commented on removing the ears.

Next to this I also began in drawing out the various poses from basic zsphere models I created within Zbrush. From these poses i could then develop further by adapting them digitally and making a skin to sculpt with.

 

Life Drawing Further Practice.

Working more on the traditional side of things I began sketching out more studies on human anatomy. For this I drew a range of sources mainly focusing on various poses of the female body.

As these where very quick studies not much detail was put into them. I slightly added in cross hatching to show where the shaded lines would be however, I felt I needed to focus on proportions more within the pieces. When focusing on the proportions I simplified the life drawing down into the out lines. This helped me focus more on the proportionality such as the amount of heads the body would be. 

Unfortunately due to the scanner quality the images where distorted or didn’t show through as clearly. Due to this I then had to take the images from my phone camera and alter them digitally to view at a high enough quality.

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I feel that in continuing to practice the life drawing it helped me understand human anatomy when drawing out the concept pieces although more practice could be taken forward when 3d modelling.

Environment Design; Group Project

TechDoc17_03_17 Document Reviewing the process and methods used within recent project on environment design.

Turn Around of the library building:

Single Shot Renders:

Steampunk Temple

 

This is the final composition for what is titled ‘Project Sloth’ the inspiration on the layout was taken from Bone Temple as mentioned in a previous post.  Although I was planning on adjusting the layout to a new temple as well as discussing this with the group it came to a decision that this would be the more appropriate image. Furthermore the textures, values and overall feeling of the image was a lot stronger than other layouts tried with one example being;

temple-idea-1

Although the rule of thirds is evident within both and very similar in the placement of the main image I could not get the idea across of steampunk. Furthermore this would have been more awkward within the group as their objects could not be placed accordingly.

Final Cave Composition.

Before editing the layout of the composition one more cave piece was tested, unfortunately I could not record this piece however I have a series of progression pictures of each individual layer.

The first layer composed of a rough sketch line art where a basic idea was created. Further more  rough ideas of highlights and the direction the light entered the cave at.

compo2-light

Then next step was blocking out the colours using pen pressure and a chalk brush this way the colours blended together more easily. For this step a class mate helped me in the methods and how to develop a more professional finish.

compo2-block-shading

This is how the cave appeared after the image was blocked out along with the specular light and radial light being evident. In parts the light reflected i added in a slightly more saturated value creating a lower light space. The next step involved adding increasing more detail.

compo2-less-detail

This is where a higher opacity brush was used however this was later lowered to blend in with the under layer. The final step was to include in more foliage and detail within the image to finalise the composition.

compo2-no-lines

This is the final composition I believe the level of detail is successful as well as the various tonal values. I also believe that a little more story and 3d aspect is identifiable within the final image.

End of Project Composition and Evaluation.

Nearing the end of the project my group and I started changing around the composition of the final image to account for everyone’s placement and roles for the conceptual piece. After creating numerous layout one issue we came across was that the flat image was too boring and never told a story therefore I changed the composition. However, again this was then discussed as a group and it was decided that a cave would not account for the placement of a city, robot dinosaur, airship and character. Furthermore the cave did not come across as steampunk enough which was our decided theme.

In order to fix this aspect I researched into different composition method such as the rule of thirds and then started applying this to my layout along with two point perspective. I also found a previously worked on digital piece however could not find the artist that cohered with the finished piece. I found this through YouTube channel Adrien Von Ziegler a composer who specialises in Fantasy and Celtic music.

Of course the elements within this are not steampunk which could then be adapted to the project being carried out. However the layout is more appropriate to what we needed. Furthermore this would be a greater image to get across the notion of Dystopia.

After more discussion with the group we finally decided that this was more suitable for us all including the placement of each individual component.