Showing posts with label FCGM4009: Visual Design. Show all posts
Showing posts with label FCGM4009: Visual Design. Show all posts

Tuesday, 12 April 2016

Life Drawing - favourite drawings

Life Drawing sessions have ended so I have picked out a collection of drawings that I thought have been my best outcomes. I have enjoyed life drawing and it has widened my drawing skill. 

Foreshortening:


Quick sketches:



Stylised :
I used felt tip pen for this drawing 


Clothed model:



Some more quick sketches:


10 minute drawing:


Quick 1 minute drawing:



Tuesday, 5 April 2016

Sci-Fi Spaceship Concept Part 2

Final Outcome


After doing my initial designs and research I then went on to create my 3D model of my spaceship. I tried to stick to my ideas for textures and used a scuffed paint texture alongside some caution taping.

I overall found the task intriguing and it helped develop my knowledge of warping textures over objects in photoshop.

Monday, 4 April 2016

Drawing Clothing



In our final life drawing session we were given a clothed model to draw. It was nice drawing clothing for a change because I could experiment techniques whilst drawing fabric. Here is my favorite drawing of mine from the session.


Monday, 21 March 2016

Speed painting - Whale child









In this weeks session I learnt how to create form using 'Opacity' and 'Flow' in Photoshop. The technique I learnt involved changing the opacity of the brush to 30 and the flow to 20. By selecting these numbers I could build up areas of dark or light where I needed to in my drawing to create depth to the character.

Tuesday, 15 March 2016

Sci-Fi Ship Concept Part 1










I have been set the task of designing a military spaceship for my visual design workshop. We were shown the film Elysium which helped me understand the task a bit better. I googled images of different styles of spaceships. I focused on angular concepts as I felt they appeal to more of a Sci-Fi genre. I then began to sketch out ideas which are shown above.



I then looked into possible texture I could use for my 3D concept. As it is a military spaceship I would imagine it to be rather worn and damaged especially around the bottom half of the ship.

Tuesday, 1 March 2016

Composition - Speed paint

This weeks classwork involved speed painting and understanding the rule of thirds. We were given this image to speed paint.


However, we had the task of recomposing the image into a landscape format. I started by cropping out the main shapes of the canvas and copying their shape into another canvas, this helped me give a better judgement of where the elements should go. I then added in some background detail.

Here is my final rough speed paint. 


Sunday, 28 February 2016

Yoda paint over


The left Yoda presents brighter colours which indicates a happy scene, whereas the right Yoda presents darker colours indicating either a depressing or more serious scene.

Thursday, 25 February 2016

Insectoid Character Design



This weeks assignment was to create an insectoid character. As usual I created a mood board for reference to my final design. I looked into the praying mantis and then searched for artistic work of characters inspired by the insect.

My character lives in the tropical rainforest and is the queen of her species. Due to her role she has evolved a more predominant feminine physique.



Sunday, 14 February 2016

Life Drawing - Foreshortening

The topic of my last life drawing class was foreshortening. We all drew the model from three different angles and poses. The task was quite challenging as it required a lot of concentration but I was quite impressed with how my drawings turned out.



Monday, 1 February 2016

Rendering Curved Surfaces


I have previously looked at how light behaves on curved surfaces and in my visual design class I was  given a line work image of a monster and was asked to apply my knowledge of light to it.





Sunday, 31 January 2016

Steampunk Concept

For Visual Design we were set a homework to create a concept of a steampunk character or item. I decided to create a steampunk styled camera.

I decided to do a camera as I thought it would be something different. I collected a range of photos from google for reference purposes when drawing my initial sketch.



I noticed that steampunk often incorporates cogs or other industrial pieces into the design, therefore I made sure that my outcome related to those elements.

I decided to 3D model my camera then use photoshop to add textures to it. Personally I am not a fan of my outcome as I don't think the textures relate to the steampunk style particularly well. However, I do think my actual 3D model represents a steampunk inspired camera.

Monday, 25 January 2016

Fish Creature Concept

In my visual design class I was assigned to create a mutated fish concept inspired by Mike McCarthy's lecture on concept art. I did some research into different types of fish and created a moodpboard (as seen below).


I then focused on a photo of a black gold fish to get a basic idea of a fish form.


I then began incorporating features of other fish into my concept from my mood board such as this:


And here is my final design:

Monday, 18 January 2016

Muscles

I have been studying the anatomy of the human body and did a quick observation drawing from reference of the muscles in the human leg.


I then went on to illustrate two drawings of the muscles in the human body; a front and a side view.

Sunday, 3 January 2016

Anatomy of a Skeleton

Here are two anatomical illustrations of the skeleton. I have named the joints and bones.

Saturday, 12 December 2015

Dynamic form using 4 values


This weeks classwork involved painting over a silhouette of a Mech. Our instructions for this assignment were: 

You have been supplied with a photoshop file containing the silhouette of the mech character already blocked in with 85% grey and 3 further value swatches to paint with.


Using the 3 remaining value swatches, paint in the lit surfaces and the line work as accurately as you can from the reference pic. This is also an exercise in developing your craft, visual judgement and hand eye coordination.
Be sure to place the values consistently:
·      Use the lightest value only for the upward facing surfaces
·      The medium value for the front/angled surfaces.
·      The darkest value is for the minimal linework and shadow areas.
Use the Hard Round Pressure Size brush (4th in the default set). Set opacity to 100%. Paint solid areas of value, no soft edges or scritchy scratchy waffle!

The silhouette looked like this:

I followed the assignments instructions and started to build up the colour.

Once I had finished building up the colour I duplicated the mech twice and reduced the value range.

Tuesday, 1 December 2015

Anthropomorphic Frog

This weeks task for Visual design was to create an anthropomorphic frog. For inspiration I took to google to look for some images of anthropomorphic characters. I particularly focused on characters that were dressed up or had human type features such as hair. I created a mood board for reference. 



I then opened a blank canvas in photoshop and sketched out an outline for my frog character.

Once I had my outline I looked back at my mood board to find inspiration for a good colour palette to use for my character. I noticed the majority of the images were brightly coloured so I settled for contrasting greens.

I added lipstick, a necklace and bow to my character to give the indication of her age. My character is supposed to be a teenager similar to Coco from Crash Bandicoot. I didn't want to add too many human characteristics to my character as I think it would lose its appearance of a frog.


Sunday, 22 November 2015

Perspective and lighting: Tank


This weeks task was to create a simple concept for a futuristic tank using perspective and lighting. I did some quick research into basic shapes of tanks. Here is the mood board.



I drew a mock design using perspective lines. 


And here is my final concept for a tank using perspective and lighting.

I changed a lot of features in my final design as I thought my initial concept was unrealistic.

Sunday, 15 November 2015

Perspective in Environment design

 This weeks given task was to establish the vanishing points and eye level of a supplied image using the techniques we had learnt the previous week and the create our own Sci-Fi styled environment.

As per usual I created a mood board so I could refer to images whilst designing my environment.




Below is my final environment design in perspective.







Sunday, 8 November 2015

Tentacles


This weeks task was to create a monster that had three tentacles or more. Below is a mood board containing research of existing characters with tentacles. 




I roughly sketched out two monsters and coloured them in to experiment with different approaches to the task.



I then took to Photoshop to create my final design. I tool aspects from my initial designs such as the tentacles coming from the face and three eyes.  
Overall I was pretty pleased with my outcome. I used a technique that involved layering a bubbly texture over my digital painting. This created a raised feeling to the tentacle monster. I do think it's quite a flat painting so by adding the texture I felt like it made the monster more shaped.

Sunday, 1 November 2015

Texture Map Deconstruction and Analysis

This week we were given the task to alter a texture map of a girl and turn her into a zombie. The original texture map appeared like this.


Before turning the girl into a zombie we had to make the following changes first: 

·        change the jackets colour by altering the Base Colour layer
·        Find a cloth texture image online to replace the existing one
·        Add a new logo to the back of the jacket.

      I altered the green jacket by changing the colour to pink and I added an embossed logo to the back of the jacket. I also adjusted the girls face by finding a photograph of a model and layering it on top of the current face. I then began to add features to make the girl appear like a zombie.


Above is all the detail I added to the texture map.


Here is the final 3d model.