Thursday, January 27, 2011

Silhouettes #2

















See it Bigger!

The changes are subtle. I guess that's just my process. I have a fairly good idea what I am going for at this stage.

Saturday, January 8, 2011

Art 450 Project

Art 450 Project

Project Name: Fragstone Game (continued)
Description: Fragstone is a arena based First Person Shooter(FPS).
Game Engine: Unity 3.0

Winter 2011:
This term I would like to create the "bad team's" lead character. This process will have many steps. I will start with gathering references and then listing what
the character should look like. Next I will do some silhouette treatments/light sketching. Next I will draw at least 1 concept drawing of the character. Then I will make
orthographic drawings based off the concept drawings.
Once the concept work is done I will begin the modeling process. Using the orthographic drawings I will flush out the character. After the modeling is complete I will
create a basic texture/material for the character. I don't wanna spend a lot of time on this step, just enough of a texture to help map out for a more detailed texture
later.
After the character is modeled, and has a basic texture I will move on to rigging. I am not very familiar with rigging, and have never rigged a bi-pod. So this step
could take a lot of time or no time.
After rigging is complete I will begin animating. For this step I would like to do the basic animation for the game to work. These would be a walk cycle, a run cycle,
strafe, at least 1 idle, crouch, crouch walk, jump, shoot, etc.
Once the animation is complete, I will go back and complete the textures.
Thruout the process I will be testing out the the character in game. Once the character is fully integrated, I may make more animations.

Process:
1. Concept (Photoshop)
-Gather References
-Silhouettes
-Concepts
-Ortho's
2. Modeling (Maya, maybe zbrush or mudbox)
3. Basic Texture (Maya and photoshop)
4. Rigging (Maya)
5. Animations (Maya)
6. Texture (Maya and Photoshop)
7. Integration (Unity)

The Character Must:
-be around 10-15k poly count (lower is better)
-use sharp geometric shapes on his armor like triangles. (This is to be in contrast to the "Good Team" style, which is very curvy and sleek)
-arena based style
-bi-pod humanoid/mech

Term Schedule:
Because of my schedule this term and the level of quality I am going for, I see myself realistically finishing the concept and modeling phases of this project. Here
are my goals at this time:
Wed. 1/12/11 - Have all references gathered and begin Silhouettes.
Wed. 1/19/11 - Have Main ideas and features flushed out with silhouettes and sketches. Begin concepts.
Wed. 1/26/11 - Evaluate and Post progress.
Wed. 2/2/11 - Have concept completed. Begin Ortho's.
Sat. 2/5/11 - Finish Ortho's, Begin Modeling.
Wed. 2/9/11 - Evaluate and Post progress.
Wed. 2/16/11 - Evaluate and Post progress.
Wed. 2/23/11 - Evaluate and Post progress.
Mon. 2/28/11 - Final Presentation

THIS SCHEDULE IS SUBJECT TO ADJUSTMENTS.

What I plan to learn:
-The main thing I want to get from the whole process, is a better understanding of the entire production line from concept art to finished (modeled, rigged, textured, animated)
character.
-This term I hope to better my drawing, specifically proportion and perspective.
-I will continue to learn maya, and possibly a little zbrush or mudbox.





Lonny Bevill