Thursday, 7 April 2016

Movement Research

The theme of my 2D art task delves into medieval styles; I have researched movements that a human would create while in those actions.
My Main documentation source was battle scenes from movies which were viewed in slow motion on youtube in order for the specific moments to be caught and screenshoted. Movies involve: 
300
https://www.youtube.com/watch?v=G1a3QpvFLN0
Troy
https://www.youtube.com/watch?v=bpLtXIlkyYA
https://www.youtube.com/watch?v=80SsC_ZNbyI

Also, movements which are less sword fighting or any medieval themed elements have been analyzed by looking at olympic sports.




Here are a few of the screenshots that I have used as study material



Wednesday, 6 April 2016

Model Sheet pt 2

After solving the main big part of the model sheet, I have continued with adding the details which consist of weaponry. Also, rearranging has been done in order the have a less wide format of the sheet and a more easy to "read" look.





Model Sheet

Using a basic model from ZBrush I have already created a starting point where I can begin painting over from. Below are the evolution steps of creating the model sheet of The Wanderer







Idea for the final render of my character

Given the fact that all of my research and concepts so far have been lacking regarding movement and dynamism I will continue approaching the final render with more movement or even extreme dynamic actions to illustrate the behavior/character of The Wanderer ( My Character Concept )
As for now, the sketch can be took into further development in order to fulfill the standards of a final render image of my character.



GUI Final Health Bar Interface


On the left there are various ideas for the Health bar system and on the right there is the final health bar that will be introduced in the game. At the bottom there is the full version with 3 hit points, 2 hit points and 1 hit point left.

Modeling an enemy character starting from model sheet



After drawing the final T pose model sheet of my group project's enemy I have started modeling it to be able to animate it after so it can be used in the game.




Given the low poly theme imposed by our game I've kept the model to a simplistic level.
After creating one side of the model, the other side has simply been mirrored except the armor parts such as the forearm gauntlet or the left shoulder armor.
 Creating the head of the enemy required more of a reference of a skull rather than creating just a helmet for the fact that the enemy needs to look more like a skeleton, therefore after modeling the skull seen below I have completed creating the block version of the enemy which shall be tinkered in  and perfected in zbrush then unity game engine.

Here's the final outcome:



Bust Model using the new Fiber Mesh tool in ZBrush



Here's the final boss of our group project game: The Legend of Bard.
As seen above the face of the game boss has been modeled using the various brushes that were at disposal via Zbrush, also given the fact that the boss needed a mature and strong feel regarding character it has been a good chance to use the Fiber Mesh tool. On the left side is the high poly model and on the right side there is the low poly version which will be used in the game for the fact that it goes with the low poly style/minimalistic look imposed by our game visuals.

Here are the reference images that show how the character looks like and who he represents in norse mythology ( Ymir the ice giant )
Below you can see the concept I have created that shows the scale and look of the final boss.