Wednesday, 27 April 2016

2D Submission

The final piece for the 2D project is finally finished.


Here we have Ylewah standing with her shovel in the ground tired from trying to dig through a solid patch of earth comprised of 4% soil and 96% stones. I'm quite happy with how the pose came out as well as the choice to shade darker areas with a purple tint. I still feel like my lighting could do with some work but there are certain ares such as the legs and trousers that I am quite happy with. 


The different views of Ylewah actually painted after the main piece when I had a good idea of clothing and colour scheme for the character. This job was made easier as I could easily paint over the pre-existing skeleton view's of Ylewah.


One sheet detailing aspects of Ylewah as well as her story about how she became and Archaeologist.

All in all I felt this project went quite well but some some lapses in time management because of all the other assignments which we were given for this term.  




Tuesday, 26 April 2016

The Paint

After talking to Steve about my final and going over my concepts for the main piece he noted it could be a little more dynamic than a character just standing. So I made it slightly more dynamic with standing AND stretching!



I'm happy with the face and general pose and the fact the shovel I drew earlier has come in really handy. The painting seems to be going well. I think the use of purple for ares of shadow was a good idea but others'll be the judge of that. 

Thursday, 14 April 2016

Ylewah Skeleton views

I have finished up the turn-around skeleton views of Ylewah which will serve as good reference for the proportioning of my main piece as well as give me something to work on for the model sheet.




Wednesday, 16 March 2016

Skellingtuns

I've been working on the skeleton of Ylewah in order to get a better idea of her proportions as well as give me some good views for a better model sheet.


I still need to finish bit but I think it's coming along reasonably well. 

Wednesday, 9 March 2016

Ylewah Skeleton

I've been working on Ylewah's skeleton in Photoshop just to give me a better idea of her proportioning before doing the final piece as well as giving me better angles and proportions to work with for the model sheet.


I may work on this further just to fix some things and try and make some things looks more natural. 


Thursday, 3 March 2016

Even More 2D stuff

The first sketch in this collection of concepts and doodles is that of Elb Baumann, the archaeologist Ylewah works with. Elb is a state-sponsored archaeologist who's job is to discover long lost technologies to aid the Commonwealth in their conflicts.


I had the idea that as the game progressed Ylewah would get more and more pieces of ancient armor to give her more abilities to fight enemies much like in games such as Ratchet & Clank where-in Ratchet can purchase new armor and upgrade his wrench.




I also worked on poses for the final character render, I'll probably do a few more of these. 



Bonus: ZBrush leg nightmare that sort of still does the job. 








Tuesday, 1 March 2016

Views for Model

This is my current progress on the orthograhic views for my 2D character Ylwah.


I should be able to finish the back view soon and have them all neatly laid out. 

Wednesday, 24 February 2016

The Return of ZBrush

Despite the fact I am a 2D artist ZBrush is still of tremendous use for me,as it is to many 2D artists.
In todays lesson we were just revisiting ZSpheres and Dynameash, ZSpheres being the most fun aspect of ZBrush allowing you to bang up rough 3D concepts in a matter of minutes. I just did a lanky insectoid alien thing that probably sells some kind of vendor food.



Bugs seems to come easy for me in ZBrush despite the fact they're not something I actively draw.
Hopefully it'll be able to benefit me for my 2D project.

Tuesday, 16 February 2016

More 2D project Stuff

After talking to Steve and seeing what needed to be fixed and/or explored I began Working on the character to hopefully make some better changes and improve what I already have. I finally came up with a name for the character which is now Ylwah (il-wah), which is way better than 'the character'.

Based off buffalo hooves.
I did quite a bit of anatomy for Ylwah in order to get a better understanding of  how certain parts of her would work, such as her goat-y legs

Very thick and sturdy femurs.

When I was trying to draw her face I came across the idea of giving them moose antlers instead of just Tiefling-esque fantasy horns. The idea came for me when I was thinking about how I wanted to give Mo'weh Canadian accents and I wound up thinking of the meese from Disney's Brother Bear.

Antlers, or head-hands, either or.


Eye for seeing.


I also tried my best to eliminate the 'massive head' syndrome of some of my previous concepts. She's tall bu no so tall as to have a tiny head in comparison to her body.
Going with the antler idea I gave Ylwah quite small antlers because she is quite a young character.
The antlers also seem to eliminate the whole 'How do these horns actually work?' question.




Thursday, 11 February 2016

The War Shovel: An Archaeological Tool

The characters main weapon is a very large spade with a serrated edge, a very precise and specialised tool for unearthing delicate and ancient artifacts.    

Used for unearthing forgotten jewels, decapitating snakes and... sawing(?).  

The idea is that as the player progresses the shovel gets more and more elaborate and powerful.

Wednesday, 10 February 2016

Finalising the Character Design

After finishing the concept for the clothing of the character I began to work on the face and hair of the character. One thing I struggled with early on with concepts was making the character appear youthful.


The bottom left pictures eventually became the face.
After coming up with a suitable face for the character I combined it with the body concept.

The biggest spade in the world.
Another thing I tried to work on a bit was the leg positioning for the character as Moh'we have hooves instead of feet so their lower leg anatomy is different than that of a human. 

Figuring out how and why legs do.





Thursday, 21 January 2016

More concepting

Working with previous concepts I've been taking various parts of them in order to try and create a more solid design for the character.

7 foot purple goat person-thing treasure diggerer person.

The idea is that she is an archaeologist who whilst working uncovers an artifact dating back to to to a time when ancient extraterrestrials inhabited the planet. Removing the artifact from the site triggered a security protocol causing those who possessed the artifact to be sought after by sentinels of the lost race as well as dark forces as old as the artifact itself. The correct amount of fun for an archaeologist.  

Wednesday, 20 January 2016

Character Concepts

For my 2D project I drew some concepts of the main character. Although she comes from a race of traditionally nomadic hunters I had the idea of making her an archaeologist who fights with a shovel.





Moh'wes

Two Mohh-Way both over 7 feet tall.

I've drawn two Moh'we standing side by side just to get and idea of their proportions and anatomy.
They don't have lower legs but I'll work on the mechanics of those separately and then mash them together. 

2D Project

For my 2D project I have decided to do a Moh'we adventurer. Moh'we are a large hooved species who's main habitat are large open planes. Despite their nomadic origins the influence of neighbouring races and allies has brought more modern technologies and ways of living to them.

Moodboard of styles and reference for armor and clothing as well as painting style.

Picture from one of the previous sessions of a Moh'we warrior.
Moh'we are a race of creatures which I have been drawing for some time so hopefully this project will help me cement ideas for them more.


Thursday, 14 January 2016

2D Robot

We were given a picture of a robot in which to copy in order to practice getting a good concept using only 3 to 4 colours  and minimal line-work.

Glowy-eyed robot with machine gun and perma-friend.

The picture actually went better than I thought it would but it required a bit of tweaking colour-wise to get everything to look right.

Thursday, 7 January 2016

2D Specialisation

For our first 2D class we did two 45-50 minute drawings; one character, one enviroment.
For the character I roughly sketched a fantasy warrior and for the enviroment I tried my hand at some sort of science lab.

Be-horned warrior guy.

Room of science.

I definitely enjoy doing characters more than environments but I need more practice with environments anyway. In both cases I just need to work a little on perspective instead of trying to make the excuse of 'I'm better on paper'.