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Environment Design - Complete Environment Design Bible

TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA ENVIRONMENT DESIGN COMPLETE ENVIRONMENT DESIGN BIBLE INSTRUCTIONS INTERIOR AND SET DESIGN INSTRUCTIONS You are to polish and complete each 1 of the Exterior and Interior Design with sufficient break down of props/asset concepts - hero asset, set design props and details. Each artwork will be layout with balanced and well arranged call sheet which will then be compiled with project 1 and 2 to a Complete Environment Bible. You are allowed to alter and upgrade each content that has strong design which showcases its functionality well. List of tasks to be completed:  ( Individual Call Sheet ) Polished Artwork: 2000 x 3500 pixels 200 dpi for Interior, Exterior and Props design (Jpeg and psd)  Complete Environment Design Bible pdf format.   REFLECTION During this environment design project, I experienced a wide range of emotions. At the beginning, I felt overwhelmed by the complexity of the task and the ne...

ENVIRONMENT DESIGN - INTERIOR AND SET DESIGN

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TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA ENVIRONMENT DESIGN INTERIOR AND SET DESIGN INSTRUCTIONS INTERIOR AND SET DESIGN INSTRUCTIONS You are to continue and develop interior design that best reflects Project 1. You are focus on 1 interior set and showcase the relevance of its existence of its inhabitants. Below is the list of tasks to be completed.  Mood board – collection of references and breakdown  Thumbnail sketches – initial concept ideas   Composition studies – 5 drawings, best communicate visually  Value studies – Continue from 5 compositions   Ambience studies – Continue from 5 value painting   Submission:  Complete Call-out Sheet. Note that each progression to be drawn on 2000 X 3000 pixels 150 dpi 16:9 ratio landscape for weekly progression. Remember this is the pre-production stage where you must make it about 70% min completion that visually communicates and appeals to target audiences.   MODELLING Fig ...

ENVIRONMENT DESIGN - EXTERIOR AND LANDSCAPE DESIGN

TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA ENVIRONMENT DESIGN EXTERIOR AND LANDSCAPE DESIGN INSTRUCTIONS EXTERIOR AND LANDSCAPE DESIGN INSTRUCTIONS You are to choose and develop a location e.g. Temple set, Ruins, Village, City etc based on a theme or story that you have proposed from a game/movie/cartoon. Below is the list of tasks to be completed.  Mood board – collection of references and breakdown  Thumbnail sketches – initial concept ideas   Composition studies – 5 drawings, best communicate visually  Value studies – Continue from 5 compositions   Ambience studies – Continue from 5 value painting   Submission:  Complete Call-out Sheet. Note that each progression to be drawn on 2000 X 3000 pixels 150 dpi 16:9 ratio landscape for weekly progression. Remember this is the pre-production stage where you must make it about 70% min completion that visually communicates and appeals to target audiences. FEEDBACK Week 5: Can add some...

GAME ART - ART BIBLE

TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA GAME ART ART BIBLE INSTRUCTIONS ART BIBLE INSTRUCTIONS You are to compile and create a complete game art bible for the designated game proposed. You will include character model sheet, environment design, props, skins, weapons and concept illustration (cover art) for marketing profile. this will also include your art direction breakdowns. Each components to be described thoroughly in summary with key points. Finally art bible to be arranged in a layout that can be printed.  Submission will be in .pdf format and 200 dpi min, 16:9.  FINAL - ART BIBLE I used the in-game UI design to create my slides, which makes my work look like it's part of the game. EXERCISE - WORLD CREATION CHARACTER DESIGN AND WORLD CREATION (CONCEPT ART) 3D/2D CHARACTER AND ENVIRONMENT (PORTING AND TESTING) FEEDBACK Week 11: Be careful with anatomy. Week 14: Can use brushes to do the feather. REFLECTION This module had its challenges, but I...

GAME ART - 3D/2D Character and Environment (Porting and Testing)

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TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA GAME ART 3D/2D CHARACTER AND ENVIRONMENT (PORTING AND TESTING) INSTRUCTIONS 3D/2D CHARACTER AND ENVIRONMENT (PORTING AND TESTING) INSTRUCTIONS You are to build your character and props in 3D and to be tested in Unreal/Unity game engine. Rigging for character can be done in Actor Core Accurig or in Blender. Textures for both character and props can be created with substance painter. As for props we will be evaluating the hero assets and medium sized asset. Each assets will be ported and tested in the game engine. I had learnt to do uv map from the high poly model in zbrush but it seems cannot use. Fig 1.1 Body UV Map Fig 1.2 Modelling Process Fig 1.3 Import to Blender to Smoothen and Clean Up Fig 1.4 Import to Substance Painter Fig 1.5 Tried the Materials Fig 1.6 Trying to Import To Unity Fig 1.7 Character Poses and Action Fig 1.8 Testing UI in Photoshop Fig 1.9 Arranging Layout Fig 1.10 Character Turnaround FEEDBACK We...

GAME ART - Character Design and World Creation (Concept Art)

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TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA GAME ART CHARACTER DESIGN AND WORLD CREATION (CONCEPT ART) INSTRUCTIONS CHARACTER DESIGN AND WORLD CREATION (CONCEPT ART) INSTRUCTIONS Build your world (simple level) with Unreal Engine which follows your art direction and paint over it to further enhance and create uniqueness. You are also to create your character persona based on your proposed world. Define character crisis, strength, backstory (summarized), culture, class, skins etc. This includes creating its props to further support the characters existence. Below are the list of outputs to be produced: Character Silhouettes - for each character (MC, Minions, Creatures, Boss, etc) Value Studies Color Pallettes Cleanup Facial Expression Basics Dynamic pose 3/4 At first, I wanted to design a mechanical creature queen with two humanoid weapons, a little girl, but I had done something similar before. Then, I changed my mind and decided to design a boss, but the boss I...

VEHICLE AND PROPS DESIGN - PROPS PRODUCTION AND PROFILING

TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA VEHICLE AND PROPS DESIGN PROPS PRODUCTION AND PROFILING INSTRUCTIONS PROPS PRODUCTION AND PROFILING INSTRUCTIONS Final Polished for each vehicles (Land, Water and Air). Call sheet showcasing the breakdown's of your props, interior and engine (if necessary). Key Art For all 3 vehicle concept as example attached. Call sheet needs to be well laid out.   Color studies Textures Key Art Props Breakdown Orthographic Output 16:9 1920+ Illustration compiled in pdf format.  *please keep your single rendered images separate as well. FINAL COMPILATION REFLECTION In this project, I have gained a deeper understanding of value, color, and space. Designing the vehicle was a fun and exciting process. However, when coloring my model, I often neglected to refine the modeling edges, which sometimes resulted in an unattractive appearance. Moving forward, I will be more attentive to this detail to ensure my work is more polish...