Trailer creation - Final game trailer
Recorded with OBS Sound mixed/edited in Audacity (credit to rightful owners of music/sounds used in credits) Edited in Movie Maker Engine: Unreal Engine 4, matinee (legacy) used.
YOU ARE THE REASON
Monterey Bay Aquarium

Kaledo Art

oozey mess
đ
Not today Justin

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Kiana Khansmith
Jules of Nature
wallacepolsom

izzy's playlists!
noise dept.
EXPECTATIONS

#extradirty
One Nice Bug Per Day

No title available
Fai_Ryy
official daine visual archive
Xuebing Du
Sade Olutola
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seen from TĂźrkiye

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@lashayyakingfutureworks-blog
Trailer creation - Final game trailer
Recorded with OBS Sound mixed/edited in Audacity (credit to rightful owners of music/sounds used in credits) Edited in Movie Maker Engine: Unreal Engine 4, matinee (legacy) used.
Minions - Progress #2
UV unwrapping, texturing, final renders/images of minion characters and turntables.
Minions - Progress #1
The beginning of the process of creating the minion characters; concept, sculpting and retopology.
Nooduleg texturing Progress #5
This stage is about texturing the main character.
Nooduleg UV unwrapping Progress #4
The next stage of the main characterâs workflow is to UV unwrap his low poly model.
Nooduleg retopology Progress #3
This post will cover the retopology process of Nooduleg which was done in Autodesk Maya 2017.
Nooduleg updated model progress #2 - High poly model
The second step is to create the high poly character model in Zbrush. This will be shown through a series of screenshots taken during the process of creating the model.
Nooduleg updated model progress #1 - Reference
I had the concept (low poly Viking model) I created to use as reference when starting to create the high poly model. But there were a few objects I wanted to add more detail to, and for this, I used a few images as reference for ideas.
Attempt to implement the Viking into the project #2
My next plan for trying getting the Viking into the project.
Attempt to implement the Viking into the project #1
Throughout the project, I was trying various ways of getting a prototype/proxy version of the Viking into the project.
Character rig pt.2 - XB3001
After the first time rigging a character, I followed my tutorial and done the same process with the same Viking model, except smoother to see if it would influence the strange twisting problem I had with the previous character mesh.
Character rig tutorial - XB3001
Throughout third year, I realised I will need to rig the characters I create either for showing the character for rendering purposes or for practices such as to be used in Unreal, since Autodesk Maya is my default 3D program that I use for ânon-sculptureâ modelling, I heard about the ARTV1 toolkit which works with Maya and Unreal.
XB3001 - Reflective blog
Previous prototypes
XB3001 - Viking character modelling plan
Viking
XB3001 - Professional game practice: Monk character - Plan
Research
To research how I should approach designing the main character, I used similar methods Chris Solarski used when he was designing a Fauna character which was shown in his book Drawing basics and video game art, I found the technique he used very creative and useful for getting a better result when designing the character by considering the personality or culture, which would define how they will look.
When researching for the Monkâs character, I first did research into the different types of monks that exist and took note of the outfits they wear as well as their way of living according to their different beliefs. This helped to give me an idea of the type of clothes I could use on the Monk character and any other distinct traits of a monk that I could use to influence his design and possibly his story also.
I made a character brainstorm which Iâll use to take information from which I can use in creating a concept for his appearance. I also looked at some 3D models for some inspiration when thinking about an art style and how to make it match the world that the team is building.
The type of images I collected as a little moodboard to brainstorm ideas and gain inspiration:
https://blenderartists.org/forum/showthread.php?411832-I-need-people-cleverer-than-me-Low-poly-models-clothing-help
This image helped me to think about the proportion that I want for the character as we decided we wouldnât make him a full average full sized human, and instead we will do possibly 70% body 30% head, similar to the model shown in the image.
https://sketchfab.com/models/ce28ba49eed54b84bcec959d7c439f33
This model was created by Kieran McKay and the cartoon/stylistic features would be useful to use for inspiration when creating this character for a stylised world.
https://sketchfab.com/models/16c161157c0f468686b3c8abc61722e3
Similarly, in this image, the character created by carrillo40 has a similar cartoon/stylistic design and this will also be good inspiration when creating the concept for the Monk character.
http://sonjebasa.blogspot.co.uk/2008/03/how-to-draw-turn-around.html
This will help me to create his front, side and back view which I can use when modelling for reference. The character shown in the image has the same proportions as what the Monk character should have.
https://blobfortress.deviantart.com/art/Male-low-poly-chibi-base-character-634042800
This photo of a low poly model has the proportions Iâd like to use for the Monk character, therefore, this will be used for reference.
https://sketchfab.com/models/69fb6bf84ce04ad5ada99b638852a50a
In this model, I was inspired by the fabric over the characters shoulder and the neck beads which can be seen on some types of monks. Moreover, the hand painted texture of the fabric would also be useful for texturing the clothing on the character.
https://sketchfab.com/models/0b6b745727b64c57a4f3304ac340544b
The style of this character is an overall good reference from another 3D artist; as it shows their creative perspective on a Buddhist Monk which I can use for inspiration.
https://sketchfab.com/models/5edece29d72e4db4963fdec8bc5a2eba
This Monk model would be great for reference as the proportion is similar to the character I aim to create, as well as, the style and fashion of the character can help when creating concepts for the Monk character.
Additional images for the clothing, culture, appearance and fashion of Monks
http://buddhistmonksbhutan.com/
https://www.aliexpress.com/w/wholesale-shaolin-monks-training.html-confessions-of-a-former-monastics-wife/
https://nomadisbeautiful.com/travel-blogs/photo-essay-monks-doing-mundane-meditation/
http://www.patheos.com/blogs/faithforward/2015/08/when-monks-say-i-do-confessions-of-a-former-monastics-wife/
Concept
The next stage is to begin using the reference images I gathered, as well as the information I put into a brainstorm and use these resources to draw a concept sheet followed by a turnaround of the character model that can be used as reference when creating the 3D model of the character.
The brainstorm I created was based off of Chris Solarskiâs Fauna character concept design sheet in his book: Drawing basics and Video game art. I created a similar brainstorm and began to add multiple points about monks that I could pick from and use these points to take into consideration when designing the Monk character.
This is a scan of my brainstorm:
TBD
This is the concept sheet:
TBD
This is the turnaround:
TBD
Method
Create prototype models
The first thing I need to do is to create a placeholder character model to use in the prototype as we work on several prototypes before deciding on the final build we will move forward with.
I will do this using Autodesk Maya and Z-Brush, once the character has been modelled, I will move it over to Mixamo and rig the character and set up an animation for it in Unreal that I can bring to my team at our next meeting.
Research
Complete research for the character in order to result in a more accurate and interesting design as opposed to approaching this project without any references. This would be in the form of text, images, brainstorms and concept sheets.
Modelling
Once I have created a turnaround sheet for the character, I will use this when I begin to start sculpting the character in Z brush, once I have finished sculpting the character, it will be moved to Maya, where I will use the quad draw tool and create a low poly version of the character.Â
Unwrap / Texture
The next stage will be to unwrap the low poly character which may be done in Maya or UV layout, and then export the character along with the UV map and place it into substance painter or put the texture map into Photoshop and work on it that way with hand painted textures. I can also hand paint in Substance, and I will try to do so for the fabric; when texturing the fabric I will use some photos of other models or find some hand painted fabric textures tutorials online.
Another technique that will be used in this stage is baking the high poly character onto the low poly character. I can make use of the baking technique by baking the fabric-look from sculpting on the high poly character from Z Brush onto the low poly character.
Rigging / Animating
Once the character is modelled and textured, I will export the character with the textures and move it to Fuse, for rigging and animating. Once I have done this, I will export the character FBX file with the animations and move it to Unreal.
I will then set up the animation blueprint in Unreal and ensure the character works and moves correctly.
Implement into game
The final step will be to move my completed character with animations into the final build and make any necessary actions to get the character functioning correctly in the game.
XB3001 - Professional game practice: Game idea and role
Introduction
For this module I will be in a team of 3 and we will be creating a game/level as a team and each of us have our own roles that we will each create content as and contribute the completed content into the finished project.
In the process of working towards the finished project - multiple prototypes will be created as mechanics and assets are implemented.
XB2001 - Progress log for main character - Shin
For the game/level I have created, I decided I would make a character from scratch that will be used as the main character of the game, this post will show all my progress and steps that I took in creating my main character, Shin.