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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...

GAME ART - EXERCISE: WORLD CREATION

TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA GAME ART EXERCISE: WORLD CREATION INSTRUCTIONS EXERCISE: WORLD CREATION INSTRUCTIONS Exercise - World Creation (Fantasy )  ART DIRECTION Proposal with Sketches and Thumbnails You are to choose a game that you intend to alter the art direction/aesthetics. (*note that you are not creating a game design, only art) Based on your choice you are to then create a world with initial concept arts and collections of reference and extracting information/components that is shown in your mood board which explains the following: Time Era Ambience and mood Back story Crisis Culture – design component representing their race, worship, colors, materials used, etc Ecosystem – who lives there, what do they do, animals, creatures, flora etc Geolocation – plain, mountain pass, dungeons, temples ruins, highlands, sea, river, forest etc. Architectural design – structure, monuments, relics etc Resource – nuclear, oil, crystal etc Genre – ...