FMP: Evaluation

Research

Mood-boards: I was able to get a good sense of the type of look that steam-punk is known for by making a large variety of mood boards, based on different vehicles, games and especially, buildings.

This also allowed me to get a better feel for the different colours, tones and technology that’s most prevalent in Steam-punk

Architectural research: Using and researching different examples of London buildings I was able to use the different styles in those buildings to give my art pieces a greater sense of authenticity.

Influences: I took influence from video-game concept artists such as half-life’s artist Viktor Antonov, and the sketchbook work of Leonardo Da Vinci. I also took influence from video-games such as Dishonoured, Codename: Steam and Chrono Trigger.

Direct observation: To base my drawings more realistically I went about sketching buildings from life, However, I think I could have drawn  a bigger variety of different types of architecture such as sky-scrapers, apartment blocks and grander, church buildings.

Time management and planning

Deadline: Due to my skill at time management, I was able to hand in my FMP on time. Sticking to my brief schedule helped with keeping the various stages of my project on track.

I am still an amateur when using Maya, especially with texturing and creating textures, so modelling the 3D street for my project took longer than expected despite the fact that I managed to obtain and import the textures I wanted.

Developing and modifying work

Changes: At the start of this project, I originally had the idea of creating and drawing various characters for my game concept. However I found I could get enough art pieces and research just out of the concept of a Steam-punk city, and time constraints wouldn’t allow me to look that deeply into my concept.

Ideas: I had a few ideas on how to display my art pieces. An idea I initially had was to convert my 3D Maya model into a 3D print, but by the time I overcame my problems I had with Maya I had to stick with a photographic display for my end-of-year show.

Colour experiments: For a while, I experimented with the various colours you would find in a steam punk city, for example, shades of yellows, browns and more metallic shades like blue-grey and and dark grey.

Concept development: If I had more time, I could’ve given my concept a more fleshed out story rather than just the story of how London became a steam-punk city, for example, giving it characters and various other settings. However I didn’t have the time for these initial concepts, so I thought that rendering the city and giving it an identity would be enough.

Materials, techniques and processes

At first the materials I used to develop my initial sketches before going into Photoshop, is a set of pencils and a sketchbook. With these I drew different perspectives of my city, and  used different shading techniques to render these sketches.

I think scanning in these sketches to Photoshop helped me create the final pieces closer to how I originally pictured them.

Using Maya was useful as I was able to get a sense of one of my images in a 3D format. However, adding textures proved to be a challenge, as at first, I wasn’t sure how to save them with the model itself. I overcame this problem however, and I was fairly happy with the result.

I decided to do this as I thought that having a 3D model of my city design gave a different dimension to work in in my project.

Final outcome

I decided to present my project as a selection of A3 images as if for a gallery. I did it like this because I felt it fit the project I was doing. However, I had to display my 3D model in a 2D format using screen-shot based photos as I didn’t have the time to fully create a 3D print of it.

I felt it fulfilled the brief as it made the images easy to display and it was the most professional way to show them.

Conclusions

If I undertook the project again, I think I would pay more attention to the research section of the project, so I could have more context to what I was drawing and sketching. To do this I would aim to obtain more primary research by going to London and getting some photos of various building as well as the Shard and the Gherkin.

I learned more about 3D modelling in Maya and texturing using images in Photoshop, especially about texturing (in Maya) and using Arnold for rendering shaders. I also learned how to display my art pieces and having a display set-up in a professional way.

 

 

 

 

 

 

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FMP-City of Steam-Final pieces

Here is a slideshow of the final art pieces I have created so far (there may be more!)

This slideshow requires JavaScript.

FMP: Steam-punk city 3D model

To take my project and sketches further, I decided to re-create one of my art pieces in a 3D space using a combination of Autodesk Maya and Photoshop.

3D logo

  1. In Photoshop, I began to create different city block layouts, to establish where the buildings will be placed.
  • Set up a new page with a 300 PXL size
  • Select a square brush
  • Using the marquee tool, select the whole page and fill it with a beige or tan colour
  • Select the pen tool and mark a vertical and horizontal line across the page meeting in the middle
  •  Using the pen tool again, draw out where the foundations of the buildings will be within the blocks
  • Create at least three separate layouts like this, with different foundation placements

However, after I created these layouts, I realised that the way I was creating this model wasn’t time-sufficient enough for the project, so I decided to begin modelling from scratch, basing the model off of one my art pieces, namely this one:

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Street view piece
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Model progress

I began with a few basic shapes, laying out where I want the buildings to be placed, and how I want them to be situated.

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Background shard model

After adding the basic shapes, I created a background model based off of my depiction of a steam-punk shard building, along with the train-track bridge.

The result was this final polygonal model

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final model

Then the time came to begin adding texturing to the buildings and the various details on their surface.

I began testing out the texturing system using the hyper-shade page and began to get a feel for the various textures and seeing which ones went best with the steam-punk look I was going for.

Eventually, I went for a dark red brick for the buildings, and a dark, industrial bronze for the pipes and various other details.

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Using the Hyper-shade panel to test different textures and shading

I then begin applying these textures to the polygon using “apply existing textures”- “Phong”.

I then used the “attribute editor” panel to go to “colour”, “file” and then selecting the texture/photo file I wanted to use from the desktop. Then I had to make the textures visible by turning on the “textured” icon in the top bar.

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icon menu

 

 

 

After various tweaks selecting the different faces on the polygon models and editing the texture’s placement using “planar”, my model began to look like this

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I then started a bigger variety of textures such as glass/window for the shard and managed to achieve a smoke/steam effect by using a series of sphere polygons and applying a smoke texture in the attribute editor.

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A basic smoke texture
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Final model with smoke texture

When I had finished editing the smoke’s texture, I then played around with the different Arnold shaders eventually settling on one called “ACES RRT v0.7” as that’s the one that looked the most industrial to me and fit the steam-punk genre the most.

This is my final model

Screen Shot 2018-05-24 at 10.56.13.png
My 3D steam punk street

 

FMP: Steam-punk moodboards

To give myself a better idea of different vehicle and mech designs, I created many different mood-boards with steam-punk based mech and air-and sea craft images I found.

With these, I discovered different textures, colours and shapes I can use in my designs.

steam-punk air and sea tech moodboard copy
Looking at different air-ship and marine designs, along with Neil Gaiman’s Stardust book
Steam-punkFMP mood-board 2
Different steam-punk mechs and vehicles
Steam-punkFMP mood-board3
Air-craft designs and pilot design

 

Steam-punkFMP-mood-board
Offensive-based mechs and potential vehicle designs
LDV-MB-Screenshot
Getting inspration from Leonardo Da Vinci’s drawings and designs

FMP: Sketches and Digital drawing techniques and development

For the second part of my project, I started sketching out different layouts for my city, trying out different perspectives and using isometric grid paper.

FMP-SteamCitymainstreetview
Street view 1
FMP-SteamCitystreetview2
Street view 2
FMP-SteamCityairview
Air view
FMP-Constructmechs (1)
Construction Mech designs

Photoshop stage

I imported my sketches into Photoshop, ready to be painted, however, before I began this process, I decided to learn more about digital painting in Photoshop, as I needed to improve on my skills in that area.

Using various magazines and YouTube tutorials, I found new ways to paint with Photoshop, such as choosing a pallet and having it at a corner of a page for easier access and using the smudge tool.

Digital drawing practice
Digital drawing practice
FMP-SteamCitystreetview2 copy
Blocking in colours

Using textures

By selecting different textures from photos on my mood-boards using the lasso tool, I was able to transfer them to my drawings and fit them using the scale and warp transform edits, into the buildings and other parts of the scene, to give each of them convincing textures.

Using Image- adjustments- exposure, I was able to blend each texture into whatever surface I was using it for by adjusting the Gamma correction and exposure levels until the texture looks natural.

clock face texture
Giving the tower a clock-face texture

 

 

 

 

 

 

road with textures
Road with textures

For some of these textures, I used different images of London buildings such as these

A sense of hope animation assignment: Evaluation

Task 1: What went right and wrong?

Here is my final animation:

Research

Screen Shot 2017-03-17 at 16.27.47

Doing the research for my animation I also feel went well as choosing the Lion King and Treasure planet made for effective research as I know those films well. Also, using different sources such as behind-the-scenes videos on YouTube, gave me some good ideas for my animation such as how I drew my storyboards.

It also gave me a better idea of how professional animations are made, and inspiration for my own animation, specifically how I went about doing the art and design aspect of the assignment.

Animation history timeline

Creating the animation method timeline was fairly simple as I had to find out about a type of animation from a significant period in history, and along with an image of the new development, include some writing about it.

This gave me a good indication as to how animation techniques have evolved and changed ever since Walt Disney created the first full-length animated feature film, Snow-white.

Task 2: Ideas generation: What went right and wrong?

Brainstorming: With some friends of mine, I went over my and their ideas in video form, like a meeting session. This went well because we were able to bounce ideas off each-other and give our opinions on each-other’s ideas. However some of our initial ideas are very different from the ones we ended up using.

Storyboards: The storyboards went well as I was able to flesh out my idea well, using a storyboard template from google and a drawing pencil. This gave my animation visuals along with the written idea. However, due to time constraints, I could not do my storyboards much justice in my final animation.

Written treatment: I felt like I managed to produce an effective written treatment outline  each act of the animation, for example, Act 1: Dove flies in tree and finds the nest. This gave me a better understanding of what I was planning to do as it gave a more summarised version of my animation.

Animation assets: Using the programme Photoshop, I created varied background art for each animation scene, using a variety of Photoshop brushes and tools to create a stylised version of the interior of a tree. For example, a Hard round brush for each tree branch to create a wooden effect, and a radial blur effect mask for the dappled effect of the leaves.

For the character of the Doves, I used tools such as the blending tool to achieve the different shades of colour on their feathers. and for the shaded effect on their beaks.

The soundtrack development I feel did not as well as the artwork, as I found out that Garageband was not easily compatible with after-effects. So I had to spend a-lot of time using sound-cloud, trying to change my music into a format that After-effects could read and allow me to edit the music into my animation.

For props I drew the character’s wings separately in Photoshop once again, so I could animate them properly in after-effects. And for the scene where the female Dove is walking on the tree, sad, I created a separate head, so I could animate it to convey the Dove’s emotions.

Task 3: Production: Using in class animation tutorials, I managed to create several compositions in after-effects importing my different character and background art. I then added a key-frame to each Dove so I could animate them movement by movement.

Scene 1: For scene 1, I imported my first background, which included a tree standing in a field, and then put in my Dove in front of the image on a different layer and positioned it as if it were flying. Then I imported each wing into a separate layer and as the Dove moved across the screen, I animated the wings alongside that by using the scale and position key-frames to make it look as though the character was flying.

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Scene 2: When animating scene 2, I used the scale key-frame option on the wings for each frame in order to make them look as though they where closing as the Dove landed. When the Dove is hopping along the branch, I utilised the walk cycle principal of animation to make the movement look more convincing and life-like.

Scene 3: During the scene where the Dove is lost in the tree, I created a separate head so I could convey the Dove’s emotion more by having the head bent down, showing the character’s sadness.

I also used each key-frame to make the characters walk in time with each-other, then when they were in front of each-other, I used rotation key-frames to rotate the male Dove and the female Dove’s head, so as to make it look as though the characters were noticing each-other.

Peer reviews & feedback:

feedbackimage

After development and after my animation had been uploaded, I created a survey on Google Forms so my class-mates could share their thoughts and give feedback.

A general consensus was that the animation wasn’t long enough, and that more animation techniques could have been used. I feel like if I had more time I could have corrected these mistakes, and improved on my animation’s story.

(If you want to see the full survey, click on the link below)

https://goo.gl/forms/uMfR8mc1mCFImfdz1

Assignment PT2

The 2nd part of our animation assignment was to create a stop-motion animation using whatever medium we chose based around a randomly assigned letter of the alphabet. I was set with the letter K

Here is the final film:

Task 1: planning

The planning phase was fairly easy as I came up with a good idea with the first word beginning with K I thought of, which was the word knight. I played around with some ideas in a medieval setting, for example having a Lego knight cut the letter K out of Lego bricks with his sword.

 

Kforknightconceptimage
K for Knight original concept

But I decided to get more creative with it by introducing a Lego dragon and having the knight have a brief fight with it, with the dragon’s fire burning the letter K into the grass.

Task 2: animating

Using a tripod and a Sony camera in a darkened green-screen room, I animated both of my characters frame-by-frame, taking 2 images for each frame for easier editing and, using a green-screen placed flat on the table I used some images for editing in the K.

 

editinginKblogimage
editing in the letter K

Task 3: editing

 

 

 

 

A dove’s journey: development

 

Screen Shot 2017-04-28 at 12.50.42
Importing Photoshop art files

Firstly, I imported my digital art that I created in Photoshop, then saved all these assets into a single file so none of my images would get corrupted. Then, dragging and dropping the image I wanted to animate into the keyframe tab, I added a keyframe to each image so it could animate in the viewing window.

Screen Shot 2017-04-21 at 12.39.00

 

With each frame I moved the position and scale key frames for both the dove and her wings to create a convincing flying effect for the first scene as it flies towards and then into the tree.

Screen Shot 2017-04-20 at 15.39.26

For the second scene, in order to create the image of the dove’s wings closing, I added a rotation and scale key frame so I could shrink and turn the wings with each frame as the dove was landing on the branch, so it looked as though the wings were closing.

 

Making the dove’s head was a bit more complicated as I had to animate a second image of the dove’s head alongside the dove’s body, to bring across the impression of the dove’s sad mood. For this, I keyframed both the head and the body and made sure that the head lined up with the body’s animation as it rotated.

 

First assignment:”London festival of architecture” poster

For our first task, we have been asked to create a poster for an architecture festival in London.

Screen Shot 2016-12-15 at 14.21.56.png
The introduction to the brief

Our first assignment is to create a poster for a festival of architecture taking place in London.

The first task in the assignment is to do some research on different event posters from london and take inspiration from their use of visual communications (layout, composition, colour, etc,).

Then, using the  knowledge we’ve collected, we need to create mood-boards, mind-maps and thumbnails showing the different ideas we have for the poster.

42fcc68e49523a6a24a4e7eb67ca7fff
an example of an event poster
screen-shot-2016-11-07-at-11-28-38
my work-in-progress ideas mind-map.

 

Afterwards, using PhotoShop and Illustrator, we need to develop our poster ideas digitally, using different effects, type/font, layout, colour, etc.