Asset Design and Modelling: Introduction to Maya

My first Module in Uni is Asset Design and Modelling with our first lesson being on an introduction to Maya.

We were tasked to create a characters head, or if you had time, a body as well, during the lesson and to have it finished by next lesson.

However, we were not allowed to edit sub-components of the model, such as editing vertices or edges and so had to make the entire model from just primitive shapes and then edit it with transform, scale and rotate only.

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This is the character I decided to model during our first lesson.

I found it really strange to model with just the primitive shapes without editing the other sections as I have been so used to pulling the shapes around within Nextgen in the past two years.

This is the final model I had created by the end of the lesson. We were also allowed to colour our model, but only using basic colouring methods with Lamberts and Blinns etc.

Inspired Worlds: Okami

For my Inspired Worlds essay I will be writing about the art that inspired the game Okami.

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Many different art styles and environments have influenced the design of this game; from the Ukiyo-e art movement, including the art of renowned artist Hokusai, to the island of Hokkaido.

 

Okami Environments

“One of the things that makes Okami unique is the variety of beautiful scenery”

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This image is from the concept art of Okami, where you can see clear references to Hokusai’s art. The hand-drawn textures is known as the ancient sumi-e style of Japanese black and white ink paintings with some of the traditional ukiyo-e style of Japanese watercolour and woodcarving print which was popularised in the late 17th Century.

 

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The image on the left is of the forest in Okami, and the right is an Ukiyo-e painting. Both pieces of art have a very similar style to them and the game gives the impression that it has all been painted by hand, despite being heavily influenced by Hokusai’s artwork there are distinct differences between the game and the artwork such as the very thick outlines on Amaterasu. However, in terms of colours and lighting, I feel as though the Sumi-e style fits this piece of concept, due to that sumi-e artists only paint using black ink and rice paper. The artist must know how to create clean lines as they cant be erased and they must also know how to create different shades just with the black ink, this is also reflected in the game-play as the player has to use a magic paintbrush to help reveal secrets in the world of Okami.

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In the capital city of Sei’an, the creators looked into the old Japanese capital of Kyoto to create their designs.

“we took ideas of what an old capital city would look like based on the Heian period (AD 794 to AD 1185) picture scrolls and various medieval works of art and paintings such as ukiyoe paintings from throughout Japan. On top of that, we added an extra layer of puzzles and hidden goodies to the capital itself, since the whole game is built around creative ways to move forward.”

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Sei’an City lies in the centre of Lake Beewa, a large lake that lies in the bottom of a deep hollow, surrounded by a mountain range, separating it from other parts of Western Nippon as a natural defence. These mountains have been inspired by the mountains of Hokkaido.

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The left is of some concept art from the Sei’an City, and the right is a view of a town in Hokkaido, showing the mountains in the distance.

The style of the game makes the player feel as though they are in a painting, and by using the paintbrush tool during the game the player can also contribute in a way thats engaging to them as they have to use this tool to not only progress through the story, but find hidden secrets and treasures throughout the world. Okami is a wonderful blend between reality and fantasy environments, this creates the perfect environment for this type of game, giving the player a surreal sense of exploration when traversing the fantasy versions of historical real- world locations.

 

Characters

As for the characters in-game, they have also been heavily influenced by the sumi-e style. They all have very simple designs and fit seamlessly into their environments which gives an extra sense of immersion, allowing the player to become even more engrossed in the world of Okami.

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Some of the character designs from Okami

The designs above all feature the distinctive grey-scale look that Sumi-e uses. Though originally during the design stages this wasnt going to be the case. The game was originally designed to be more realistic rather than in this style as seen below.

Okami during development (left) and in game (right)

With the thick black lines around Amaterasu they give the character a look as though she is part of a painting come to life in the style of the influential artist it was inspired by. Okami’s characters are each unique enough to hold their own personality however, they still all conform to the thick-inky drawn look. that the game displays as one of its key selling points. The game boasts a large world which gives players a chance to take it easy and wander instead of following a linear path to the finish. This may inspire an adventurous feeling in the player and let them take it at their own pace which will not only make the journey longer, but each player will experience the game differently.  Amaterasu is a god within Okami and is able to use special powers, making the player feel empowered and able to take on the enemies that the world of Okami will throw at the player as a challenge to not only themselves but to Okami, too.

 

How has The traditional art been transferred into the game?

By using software such as Photoshop to illustrate images, they can look almost identical to those originally created on rice paper using inks and then placed within the games world.

The characters can then also be given the same style of hand drawn paintings using software like Photoshop.

The artists who worked on Okami may have also made some of the artwork in the traditional Japanese way before moving into the digital versions, to get an authentic feel using traditional methods and using traditional materials. This not only gives the artists experience using such methods but it adds an extra layer of authenticity when moving to a digital format because the artist will have a firm understanding on how it is expected to look.

Below is an example of how these textures could be handpainted and applied to the in game model.

 

 

 

 

Then once the models have been created,new textures can be applied anytime, and this needed to be done when the Okami HD remaster was created. Below is an example of some older versus newer textures for Okami

 

 

Creative and Technical Modelling: Texturing and Final Model

After my update post on my model, I started texturing sonic within Mudbox using the painting features. Final Model at bottom of the post. Final Model Below https://sketchfab.com/models/9b42d967f60841d3a5d5d620ef779ee3/embed Low Poly Sonic Model by autumnlegend on Sketchfab

Synoptic Project: Creating a Concept Piece

For part of our project, I created a concept piece for part of act 2.

To do this, I used my posing doll at home, as I couldnt find any reference images online that I didnt like that much or felt that was right.

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I posed the doll then took a photo and uploaded it onto my computer

Then using this, I was able to sketch the character over the top of the image , shown below:

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Once I created the base sketch, I tidied it up a bit, shown below

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However, I wanted to keep this sketchy style for the final image rather than give it bold outlines. So I painted on another layer to create this image.

 

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Synoptic Project: Character Concepts

In the beginning of the project, I started sketching up some concepts for what the character may look like, using a reference image I was given:

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The first image I created was more of a realistic style showing the normal work attire, then a more messed up work attire.

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The second image I created was more of a close up to show what the characters face my look like between the normal work  and then the psycho. This was done using a mix of Copic and Spectrum Noir Markers.

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Project 6: Character Design with Silhouettes

Today we made some characters using only some select tools in Photoshop:

  • Lasso Tool
  • Fill Tool
  • Brush Tool
  • Erase Tool

The idea was to create random scribbles on the canvas and then fill in that shape. From this we then created some characters.

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From these, I am planning on creating some images of concept art for them to add some more details.

Project 4: Storyboarding – 2

We were given a task to create a story in a desert which involved conflict. In our group we brainstormed some ideas, such as a giant snake monster, someone trying to steal treasure and Egyptians betraying a group of cowboys.

In the end, we decided to go for a group of treasure hunters that go into a Pyramid and find a group of Ancient Egyptian Priests. This then disturbed the priests and so they summon a dust demon to take care of the treasure hunters.

One of the hunters gets cursed and tries to attack the rest of the group and then the group has to decide whether to trap him or help him.

 

In our group we chose which parts we were going to create some images for to make a whole storyboard.

I decided to go with the dust demon being summoned.

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Work in Progress

The image above is still a work in progress of the final image that I am creating.

Project 3: Halloween Game

We have been set a task to create the schools halloween game. We had to play a range of different games, then make notes on their style, gameplay and mechanics, then create ideas for our own game. I have decided … Continue reading

illustrated book??

Me and my fiancĂ© have been wanting to work on a project together for quite sometime. 

We haved coming up with multiple ideas but they have all ended up getting pushed aside or forgotten. 

But we have finally found something that we are both interested in. 

Making an illustrated book. 

We have decided to use one of my old characters, Lucious and try and turn it into a children’s adventure book.

We will start by changing some of the designs, for example we are changing Lucious’s tail from an owls, to a cats tail to give him more of a Siamese – owl cat look. And also writing up a plan sheet on the characters and where the story could go 

Analysis of Games: Ratchet and Clank

As part of our course, we need to analyse game design and gameplay of video games, with references to platforms and technologies of the time. And for this post, I have decided to look at Ratchet and Clank, 2002 and … Continue reading