Thursday 25 March 2021

Premise - Character Development

For my premise I have developed some background character designs so that I can get my overall style for this project more refined. I really like how the colours work against the black background however I still need to develop an environment design that interacts well with the harsh colours. However, as far as the characters go, I like the style, colour choices, and the overall designs just need to be developed further as they are a bit rough at this point. 

Character Line Up 
Background characters, before and after warping


Thursday 18 March 2021

Premise - Location Ideas and Designs

 After developing the narrative for this project further I have started some rough designs for a location. The main characters colour choices are based around emotion, so I wanted to see what the environment would like like if it also reflected that. I like how the more vibrant colour pallets look and it could be interesting to develop this idea further, however, considering that much and the surrounding characters are also high contrast, it might be a bit to confusing for the eye. I will continue to design more spaces as well as adapting the characters design until I get something that is cohesive and feels right. 



Substance Painter - Dumpster

 During this weeks substance painter class we looked at texturing a dumpster similar to last weeks process. The only difference is a set texture called metal edge wears which adds a worn look to the edges of the surface. I have been unable to get this to work after attempting a few times so I have left this step out. We also learned how to stamp and layers images onto a surface using set paint brushes in projection mode, which was used to achieve the graffiti textures. A plastic texture was applied to the lid, and a rubber texture to the wheels and then everything is exported out and plugged into the corresponding channels in maya. The look achieved is effective and substance painter continues to be a user friendly programme.  


Wednesday 10 March 2021

Substance Painter - Oil Can

 This week we looked at substance painter and texturing an oil can model. The process started by baking the maps and adding fill layers with a red colour. There were three of these layers with various grunge/ scratch maps added to generators, which can simulate depth. Rust maps are the last thing to be added, as well as another grunge map to lower the harshness of the texture. The process is relatively the similar to the book texturing however, when plugging the maps back into Maya, the process is a lot quicker. So far using substance painter the outcomes are of a high quality and the software is easy to us. 




Wednesday 3 March 2021

Substance Painter - Book

This week we looked into substance painter and the pros to texturing in this software. Substance painter is completely new to me, however, I found this instantly more user friendly compared to the photoshop process. Being able to see each texture build up in both 2D and 3D format simplified the process from me. You start by exporting the existing objects into substance painter, there are lots of materials already provided to texture objects like the one used below. From there settings can be changed to effect the size and scale of the texture, these textures when baked also provide normal maps e.t.c. The gold pattern is added by using a copper like texture and another fill layer textured with the actual design, which is then inverted. This designs height can also be altered to simulate the idea of depth and difference in material. Once all of this is completed it can be exported back into maya, by placing each texture map into the correct inputs. I feel that this process is easier in terms of visualisation and for me personally time saving compared to the alternative methods. The outcome is also of a high quality.   


 

Premise - Developed Sketches

I have worked on developing some different designs for a main character. I have spent some time looking into some Japanese folklore, and some ghost/ creature designs. Studio Ghibli really excels in the mixture of source material and personal style. While I am not working from an existing piece of source material, in terms of style I would like to take the best aspects of all my influences and mix them with my own style. Currently in my designs there is lots of contrast in colour to environment. I am not completely decided on the look that I want to create but after some more sketches the idea should hopefully be more clear.