Tuesday, December 10, 2013

Wk15 Final Projects



This was my first line art that I did, and I knew that I planned to make this character the main character of my game. When I first did it, I didn't realize that the logo would become a problem when I would have to color it so I had to work some photoshop magic and get rid of the logo on his shirt and his glove.
This is the comparison of the near final recolored art with the original piece. I chose to simply use the color layer effect than do the shading by hand because the fabric that was used would take hours to do by hand and I still had other things that I wanted to do with the final.
This is the final piece for my protagonist, where I made the giant finger into a gun type weapon and added the games logo to the weapon to signify that he is part of the cities army.



This is the actually the third line art that I did, but the second character that I finish. This is a major female character in my game and is the sniper in the squad that the protagonist is in. So when I was doing the line art I already knew what I wanted out of the art and was able to finish the art in a few hours.
This is the final colored art over the original piece of art that I used for the line art. I really like how the character stands out and is different from the background. While this isn't exactly good for a sniper, the point is that she is wearing the blue and gold of the Lexington Army and has blue hair because the game is a turn based strategy game and the hair being the same color would allow her to be easily seen a blue player.


This is the final character, where she has the army logos on her gun and her cap, which are a little hard to see but they looked better with the coloring than just having the logo over everything like I sloppily put it there.
This was the Second line art that I did, and I planned making it the antagonist. This isn't the full line art that I finished with because a lot of the minor details I made in the final line art and coloring, are not present in this one because my ideas for this one were constantly changing as I was making it so a lot of the details and what would be colored differently was chosen as coloring was happening.

This is the final coloring in the original art, and i really liked the contrast of the red and gold with the dark purples and blues of the background. Originally I had the antagonist's skin grey, but after I placed him back into the original art, I found that matching him with the creatures would kinda be like him being the strongest of these monsters and thus becoming their leaders.


Now i had already had a logo for the Lexington Army, so I was left to create a new logo for the villains. To do this I turned to Illustrator to try something different, however I had nearly forgotten everything that we learned so it took me a while to get reacquainted with the program. After I got the logo and the designs on the logo, I tried to write out Rebel Army with the paint tool, but I made it much too big and was only able to write Reb, but I think it got the point across for something that would be small on a character.
This is the final Antagonist with the logos on his guns and a metal pin of the logo on his jacket. A lot of the final coloring was about nitpicking the small details out of the image to make it look as good as possible.

This is something that I threw together in order to have all of the images into one "battleground".

Monday, December 2, 2013

wk14 improvement final phase

I decided to update my logo and was unable to find my original title screen to place it in the video, but overall I updated the logo with some textures. I began with an overall metal texture for the gears and the factory buildings. Then I went and textured the wheels with a wood texture to make a water wheel type of look. Then i textured the bottom buildings with a stone brick texture and a nice, tiled roof. Finally I had to find a texture for the text area that looked like something to the written on, so I tried multiple paper textures but ended up settling on this one because it looked like water that works well with the wheels that I have on the lower half.

The gun was much easier to update with more realistic textures, because I only had to deal with the  wood texture that wasn't had to find since I already had one and the metal texture for the metal portions of the gun. Overall i really like how the gun looks with the textures because it adds depth to the weapon and I think it looks better than the realistic gun.

Thursday, November 21, 2013

wk14 research for improvement


Currently I am unsure about which I want to improve, so I think I will spend time over break making the rifle more realistic with a wood texture see what else I can do with it. Then in lab on Monday when we get back I will go into illustrator and work on making my logo better. Probably making it larger and and leaving the side wheel and gear unattached so I can eventually animate them to spin.

Monday, November 18, 2013

wk13 upgraded prop art

For this week, I decided to add to my prop art. Since I am going to have more than one weapon in my game, I should probably create another. Since i already made a gun, I decided to make a sword that the main villain would use. It is a rugged blade that is just pieced together to become more and more deadly and the handle is basically metal rod wrapped in a bandage to add grip. The nicest part is the cross grip, which would be taken from an army sword. The blade itself is made of mixed metals, since it would be made mostly of scrap metal and a blacksmith that is working in the black market. The main point of this sword is to cause damage and pain to the opponent, which is why it is jagged.

Thursday, November 14, 2013

Monday, November 11, 2013

wk12 Maya Modeling Final Phase

So here is a render of a chest i made with a torch that is suppose to be on a light source. I think the light was a little off, making it darker than it was meant to be. However, my chest is nice and lit up around the corner.

Another render of a different chest, that is more of a close up and clearer shot. You can't really see the chest too well, but the lock is much nicer close up when it. I spent a lot of time trying to make it as good as possible, but the shapes didn't go together very well.

 A close up render of a door in a hallway, not much to explain here.
 These are columns that I made to have in the corners of dead ends. They populate all the dead ends and a few extra corners. I also have a much better picture of the torch, showing how it is inside the light source so looks like the fire is emitting the light.
This is the overall picture of my maze, showing the columns and the other pieces I have added to the maze.

Wednesday, November 6, 2013

wk11 Maze Texture Concept Phase

Since my maze is going to be based off of a castle, I had to think of games that had castles in them, as well as showed the inside of the castle. First I came up with assassin's creed, which had a lot of open castles and windows that let in a lot of light. This is something I like because I wasn't planning to make a horror type of maze so more light isn't bad. Then I went to Dark Souls and looked at how it had many high roofed hallways lit with torches to create a lot of shadows that created an ominous feeling. Next was the Wolfenstein, where it had a nice stone hallway that was lit by torches. These looked very good because the roof was also low, creating a much better looking environment that the dark souls level. The final picture in the bottom right is a picture I found while looking at Wolfenstein but is from a game called pin dark, which is something I haven't heard of before, but the game looked prefect for what I was looking for. It is a stone maze with columns and torches that give off a mythical light, which I am much more interested in than normal fire light. It gives me ideas to use a much more mythical atmosphere to my maze and gives me creative ideas for decorations that show magical creatures once traveled those grounds.