Thursday, 22 November 2012
Dishonoured Dev Diary - A game being built from an Artists point of view.
Light, architexture, composition.
Science fiction - industrial design
Location design- Layering and layering of progress.
Characteristics need to be highlighted via sillouette but not lose the character close up.
Thursday, 8 November 2012
Professional Character Conception and 3D modelling
BRIEF
Masks Theme.
1. Low poly (300 polys)
2. High Poly (3000 polys)
Anything I choose - clearly derived from theme.
A2 sheet per character.
Turn arounds - 1 Character per A2
DO NOT RENDER ON BLACK
Presented and submitted on a themed disk. Print only at end of year.
13th December 2012 DEADLINE
Notes on Conception
Down to technicality, Context, think how it works. What each material is, why?Annotate the work to explain why things are there for clarity.
Small references for textures and technicalities.
Showcase how things work!
Get people to understand the thought process.
DISPLAYING CHARACTERS
Speed Paints, Building the character and understanding - supporting work, extra works and marks.
Artstyle effects the way people view work
Sillouette poses, then detail.
Tell story of the character through little details. CONTEXT
Think how things are physically gonna work.
PROCESS
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