Thursday, October 28, 2010

Silhouette Fun

Miles talked to Tawnee and I on Tuesday about how drawing silhouette forms of our creatures could help us to get a better idea of how we really want the body shapes to look. I did some silhouettes for all three characters and I also wanted to show some detail work I did on the Ugly character. Even though I might be changing that character around, I still think it was some good practice in drawing cloth and gave me a good sense of how I'd like to approach clothing on that particular character.

Ugly Silhouettes:


I think an aspect that I really like about this character is that, although his body shape is meant to be incredibly thin, I still find myself adding characteristics to him that make him heavy. I think this is an interesting contrast that was initially unintentional.

Ugly Detail:



Grotesque Silhouettes:


Nasty Silhouettes:


Monday, October 25, 2010

Quick Revision!


Revised Ugly a bit over the weekend.

I changed the size of the wing knob thing (I made it smaller so as to put more emphasis on the wing itself), put the leg in the correct position, changed the shoulders a bit (I wanted them to feel more like they were hanging there and a bit heavy or cumbersome), shrunk his head, and did some super rough shading.

Thursday, October 21, 2010

The Evolution Continues

I have seven versions of this guy. I've had so much fun working on him today!

Leg Test:


Current Version:

Hmmm... need to shrink that head down a bit I think! Other than that and some minor changes, I'm really liking this version and I think I can basically call this shape of the body finalized.

Some visual research I did today:



What interests me about these two creatures are, in Dave Melvin's piece, the shape and anatomy of the leg like extensions; and, in Rodrigo Vera's piece, the color scheme that's happening there. Both are very intriguing creatures and definitely an inspiration for this project!

Tuesday, October 19, 2010

Calling All SOU Game Devs!

Although the registration date for new clubs has passed, I would still like to instate some kind of prospective video game developers club here at SOU. It won't be official until new clubs are allowed to register again, but having a place to get together with like minded people and share our thoughts about video game development and the industry in general would be amazing!

So, if you're interested in working in the video game industry, want to discuss how video games are created, and attend SOU then please let me know!

I'd love to set up some sort of first meeting, but getting an idea of who's interested first would be awesome!

You can let me know if you're interested by commenting on this blog post OR emailing me at peckl@students.sou.edu.

Thursday, October 14, 2010

Second Meeting and WIP Sketches

Tawnee and I had our second meeting on Tuesday during which we discussed Mudbox tutorials and played around with that program a bit. After that we continued to discuss our characters and gave each other some suggestions. So, here are my WIP sketches of my characters so far.

Ugly:





Grotesque:


Unfortunately, I spent so much time on the Ugly and Grotesque characters that I haven't gotten a chance to put my Nasty character ideas on paper. I'm going to spend my whole lab shift today on that character so I'll be posting sketches of that later this evening!

Thursday, October 7, 2010

First Meeting and Sketches

So Tawnee and I successfully had our first meeting today, huzzah!

The first thing we wanted to do was get a basic outline going for each character. It was a bit difficult at first because we wanted to have some sort of guideline without getting too specific. What we decided to do was have a really basic body type description and one open ended "rule" that we have to follow for each character. For both Ugly and Grotesque, Tawne and I have a few characters in mind that we'd like to adapt to our guidelines. The Nasty character is where we'll be conceptualizing something completely new. We came up with the following.

1. Ugly
Body Type: A skeletal type of skinny.
Rule: Some sort of bone structure must be visible.

2. Grotesque
Body Type: Big, bulky, muscular.
Rule: Oozing liquid substance, dripping.

3. Nasty
Body Type: A mix of both the skinny and bulky body types. We really want to try to push this character and challenge ourselves here.
Rule: Multiple body parts and/or misplaced anatomy. This works well with the mixture of body types, we could make multiple arms where some are large and muscular while others are small or shriveled.

We then had a little critique/suggestion session for our past characters that we would be incorporating into this project. It was really helpful for me to get Tawnee's input and I'll actually be implementing a few of her ideas into my characters!

After that we did some really fun visual research. We took a look at characters in both World of Warcraft and Allods Online. Tawnee and I will both be seeking inspiration from these characters and more:




After Tawnee left I started to do some sketching for the Ugly and Grotesque characters. I just started to draw over an old sketch and then created a brand new sketch for the Grotesque character.

First sketch of the wing.

Second sketch overlay. I can't decide which one I like. :-/

Click on this one to get a better look!

I think this project is going to be a really fun challenge, and having someone to talk to about feedback and ideas is really great!

Monday, October 4, 2010

ART 450: Project Proposal

1. Working Title.

The Ugly, the Grotesque, and the
Nasty.

2. One-sentence description.

The Ugly, the Grotesque, and the Nasty will be a collaborative project focusing on the pre-production and development of three 3-D character models.

3. One-paragraph description.

The Ugly, the Grotesque, and the Nasty will be a collaborative project focusing on the pre-production and development of three 3-D character models. Each character will separately correspond with the terms ugly, grotesque, or nasty. Because each of these terms “takes it to the next level” in terms of ugliness, so will our designs and concepts for each character.

4.
One-page description.

The Ugly, the Grotesque, and the Nasty will be a collaborative project focusing on the pre-production and development of three 3-D character models. Each character will separately correspond with the terms ugly, grotesque, or nasty. Because each of these terms “takes it to the next level” in terms of ugliness, so will our designs and concepts for each character.

This project becomes collaborative through predetermined meetings and mini-critiques in order to reflect on each other’s work and how the other artist approaches these three characters. We will also have each other to further expand our resources and knowledge of our programs of choice.

Our goal will be to have clean and fully completed concept drawings that will be ready to model in a 3-D program. In addition to this, it would be nice to actually start modeling at least one or more of these characters.

5. The product of the project.

Both artists will have at least three
fully completed concept drawings that will be ready to model in a 3-D program. With a great amount of luck and skill, both artists will also have started at least one 3-D model.

6.
Visual/written research.
World of Warcraft:


Aion Online:

Miscellaneous Artists:

Sweet Grotesque Victor by WadeFurlong
7. Treatment visuals.
Previous drawings of mine that reflect the beginning stages of the style/direction I hope to go in during the course of this project:

8. Technical/research issues that will be addressed.

During the course of our project we will be utilizing Maya, Mudbox, and Photoshop to complete our designated goals. Both artists will be doing independent, as well as collaborative, research in order to learn as much as possible about these programs.

9.
Specific timeline.

Oct. 5 - Present Project Proposal
Oct. 7 - Meet and conceptualize characters, rough sketches, and visual research
Oct. 12 - Meet and mini-critique sketches, establish what to produce for the WIP critique, and research Maya/Mudbox tutorials
Oct. 14 - WIP Critique in class, Printed Proposal
Oct. 19 - Meet and continue research of Maya/Mudox, continue concept drawings
Oct. 21 - Meet and mini-critique at least 1 completed character concept
Oct. 26 - Meet and start roughing out 3-D models in Maya/Mudbox
Oct. 28 - WIP Critique
Nov. 1-10 - Checking in and establishing meetings when necessary
Nov. 11 - Meet and mini-critique at least 2 completed character concepts
Nov. 18 - WIP Critique
Nov. 30 -
Meet and mini-critique at least 3 completed character concepts
Until Final, check in and establish meetings when necessary
Dec. 6 - Final Critique