When starting off this task, I realised that the Loomis technique was quite similar to my own way of structuring the face. I believed when starting that I would find this exercise easy, as my basic understanding for structuring the head was already similar to the different steps used in the technique.
However, while practicing the technique I found it quite difficult to get used to the different steps. I think this was due to it being different to my own personal way of drawing, meaning it was a bit of a learning curve to get used to. I specifically found trying the techniques to draw the structures in different positions and angles to be hard, as I am personally not used to drawing things like that. However, I felt that I overcame these challenges quite well by looking at some online resources, to study the shapes and steps involved to make the technique work.
In the end, I felt that my attempt at the Loomis technique went pretty well! However, to improve I need to practice this technique further, using different angles and diagrams to help me understand the structures so that I will be more equipped to draw in this way in the future.
Using the videos above, I tried to replicate the steps shown to draw the head in different angles. I personally found the best way to use the resource for me was to pause the video when the main structures had been drawn, and try to copy the shapes as best as I could. Being a more visual learner, who works best when looking at diagrams, I felt the resources were extremely useful when I used them this way!
Sources:
'How to Draw the Head - Front View' - Proko on YouTube
'How to Draw the Head - Side View' - Proko on YouTube
'How to Draw the Head From Any Angle' - Proko on YouTube
During this task, we were tasked with creating a level design for the three word prompt 'third-person', 'fantasy' and 'sheep'. With this prompt in mind, I decided to create a section of a town map, which included shops, player housing, and quest givers. While this level design didn't entirely centre around the word 'sheep', I decided early on that my player character and other NPC's would be sheep, so decided I could focus on the other two prompt words to create my level. If I was doing this task again, I would try to focus on all three of the selected prompt words, so that my level would be as close to the prompt as possible.
I felt that my level design was effective, as all of the different utilities included were evenly distributed throughout. This means that if a player was playing the game, It would be more interesting to explore the world, as well as meaning that all space in the world would be used as well as possible.
The next part of the task was putting all of the hand drawn level designs in a pile, shuffling them, and trying to 'Block Out' another person's design. However, due to the class having an odd number I ended up with my own design, so I worked towards blocking it out. 'Blocking Out' is when using simple shapes, a level designer creates the basic shapes of a level in 3D. When going into this task, I thought that I would have a bit of trouble getting used to the UI of unreal, but I would get used to it. However, throughout the process of blocking out I found it difficult to get used to the UI, as well as placing and rotating the blocks to make my level. To improve, I need to practice more with the software of Unreal Engine 5, as well as creating basic levels in the engine.
There are three main pillars of game writing: Plot, Lore, and Character. With this, and our main assignment of 'Dystopian Worlds' in mind, we decided that the best way to gain inspiration to write a good story was to look at the source material- choose some pictures that inspired us and helped us to think of a captivating story. We did this in a mood board format. I feel this is effective as it lays all content clearly out, so it is easy to see and take aspects from.
I decided to do two mood boards, based off of two different categories: The setting, and characters. These can be seen above.
I feel that doing specific mood boards for different categories was effective in helping my understanding of the brief 'Dystopian Worlds', as it helped me to hone in on different aspects of the brief to gain a broader understanding of what I wanted to do. Furthermore, having the mind maps based on different categories helps the viewer, be it a colleague or a manager in the workplace, to see what my inspirations were, so they could help me to improve, or work on the brief alongside me.
When creating my mood board, I already knew that I wanted my story to be based in a Cyberpunk-esque setting, as some major inspirations for me have been 'Detroit: Become Human' and 'Cyberpunk 2077'. In my opinion, The writers of these games did an incredible job creating the lore: how tech has advanced in the game world, and how things have come to be the way they are in the dystopian future in which the games are set. For example, I feel an incredible example of this is the evolution of the android characters in Detroit: Become Human (D:BH). Throughout the game, the player is consistently shown the evolution of the androids: different models with different parts (some of which are not compatible with other models, as shown in chapter 10, 'From the Dead'), Meeting the first ever android to pass the Turing test (Chapter 26: Meeting Kamski) , and how the androids work, especially how they break down with a lack of care (Chapter 15: 'Time to Decide'). The attention to detail by the writers helps to integrate the player within the world, and this is something I wish to replicate when writing my story.
Sources:
'The Three Pillars of Game Writing' - Extra Credits on YouTube
Using a piece of software called 3DS Max, I 3D modelled a barrel, which helped me to get used to the software as well as learning some vital tricks to help me in the future.
Starting this task, I wasn't sure how well I would be able to follow along, as I had never used the software before. However, I was able to surprise myself with how simple 3DS Max could be!
To make the barrel, I first created a standard primitive, or shape, that could be the basis for the barrel. After this, I made the shape an editable poly, which makes it so that the shape can be edited with different tools. I then switched viewports from the perspective (3D View) to the front viewport (2D view). I then went through the steps of creating the rims on the barrel: pressing the W key and selecting the 3rd line down on the barrel and using the arrowhead to create a rim. After this I repeated the same steps on the 4th line down, until I was left with the rims. I then went into polygon mode, which shows all of the polygons present in a model, and selected the two rims (using ctrl so I could select them both and making sure to drag from outside of the model all the way through) and used the extrude tool, which made it so that the rims stick out from the model, then fine tuned the value so that they looked how I wanted them to look.
The next step was making the top and bottom of the barrel not be an 18 sided polygon. Most modern game engines work with models that have 3-4 sided polygons, so that the engines run better and don't crash. With this in mind, there are tricks t0 making the model still be circular, but without an 18 sided polygon. for example, on the barrels top and bottom sides, I first used the inset tool, before using the extrude tool, which made them inset correctly into the model. Deleting the bottom circle, I then used the weld tool, which helped me make all of the vertices converge into one at the center, then making the circle be constructed of 4 sided polygons. On the top, I made an inset circle (where liquid could be poured in real life) with the same techniques used before, and moved it to the side to complete the model.
All in all, I felt confident throughout the process that I knew what to do, and when I did make mistakes I was able to rectify them. Furthermore, I feel confident that I will be able to use 3DS Max in the future.
Shown here are the instructions I followed while making the barrel. While they were quickly written, I would be able to follow these again in the future to make more assets, as I tried to make them easy for me to understand.
Today we were learning how to make a 'line trace', which is the basis of a simple gun system. This basically means that when a gun is shot, the projectile doesn't bounce around once it has hit a target. To do this, I used many nodes, such as getting the world rotation, to see where the camera was pointing, to then get a vector for where the projectile should be shot. Before starting I already felt out of my depth: being more artistic the interested in programming, I felt the UI of Unreal Engine 5 was a bit scary. I knew that overcoming the learning curve would be difficult, but I would have to persist to finish the task, which I managed to do!
I then expanded this basic system, to add a fire particle effect when a surface is hit. I did this by using a particle emmitter, which basically spawns an effect at the desired place. It took many different tries to get this system working, as I kept connecting the wrong nodes together. There may have been a better way to make it work, but I got it to run, so I will practice in the future to make my code more concise.
While I enjoyed the process of blueprinting in UE5, I am still not confident in my knowledge of the software, and what everything does. Throughout this task I struggled to understand what to do, as I feel more confident artistically. A way I can expand my knowledge and understanding is to watch tutorials on YouTube, and ask my tutors for help when needed.
The explosion effect in action, within Unreal Engine 5.
During this lesson we were tasked with creating a lightsaber using a technique called “Line tracing’: this technique can only be used on a model that is the same 360 around 1 axis (mostly spherical objects such as pillars, or stationary like pencils and pens) to do this technique, a 3D artist will use a reference, and trace around exactly half of the shape. Then they will use the pivot tool to make the shape of the lightsaber. Whilst both ends are broken in the photo's above, using the extrude and weld tool would fix them.
Starting off with this technique, I found that it was quite simple to follow through, and was effective at making the model look detailed, whilst being able to be created quickly. Furthermore, I enjoyed the process of making this model, and think that this technique will be useful in the future. during the process, I had trouble working teh software, as it was giving me errors that I didn't understand. However, I managed to resolve this issue, and my tutor was able to help me to catch up. If I were to do this again, I feel I would be able to make the model more efficiently, as I made sure to note down instructions as I went. Furthermore, I am becoming more competent with the software, which means I will be able to make models quicker and of better quality in the future. I still need to practice however!
Today we learned how to use sound ques to make sound effects in a game, and how modulation is important to not make the effect sound the same every time it is played. We also learned how to line it up to an animation.
Firstly, I made a sound cue, and used 'modulator' nodes to make the sound effect sound slightly different. These were then connected into a 'randomise' node, which meant that every time the cue was activated, a different modulation of the original sound would play, giving the game more realism. Many modern games use this technique for things such as gunshots and footsteps.
With this sound cue fully finished, I then moved to match this sound cue up to the animation of someone walking. As shown above, in Unreal Engine 5 we are given markers as to when each foot will hit the floor, and I used this to help line up my sound cue. Below is a video showing what I made.
When testing this out, I realised that my sound effect was too long, and so didn't fit with the animation. If I were to do this task again, I would make sure I picked a sound effect that was shorter, so it made the footstep sound more realistic. Furthermore, I would probably be better using an actual footstep sound effect.
Using 'Event BeginPlay', I can make it so that my characters max health is set to 100, as well as their current health.
When I press C, a sum will be calculated that basically subtracts the given variable off of the current health. Using a print sting, the amount of health left can be shown in engine.
'EventTick' makes the engine check for something every second. With this, we can use a 'LessEqual' node to check if my current health is less then or equal to 0. if health is less then 0, we can use a branch node to make it so that physics are simulated, and the character ragdolls. we then use a delay so that the player can see their ragdolled character, before quitting the game.
However there is a problem. When the character ragdolls, it falls through the floor (1). This was because when the character was ragdolling, the mesh was falling through the floor, and its hitbox was still on the ground. To fix this, we select the mesh, and under collision make it the collision preset of 'Ragdoll'. This effect can be seen in the video below (2).
(1)
(2)
Overall I found this task quite difficult, as it was a lot of information trying to be absorbed into my head. Although I enjoy game design, I need to go slow or else I forget important information and get lost.
After recording sound effects, we moved into adobe audition to edit the sound effects. Going into this task, I felt confident as I've used adobe products before, so I know how to traverse the software and UI. I chose to edit the sound of a tap running, and used many of the effects in the 'effects' tab to accentuate the sound. For example, I used effects such as distortion, echo, and reverb to make my sound be similar to that of a Sonar device, which I thought could be really effective in a horror game. After the task, I felt that I had done well, and that using the software was easy. I'm sure that I will be able to do this even better in the future.
Form is the technique of drawing with 3d shapes, instead of using 2d shapes. During the task, we were told to find a static object (Weapon, utensil etc...) and draw the basic 3d shapes it was made up of. This helped us to Going into this task I felt like I would find it quite easy, however I actually found the task really difficult! I believe this is due to my pre-established artistic skills, as I am used to drawing in shape and not in form. Furthermore, I found it quite difficult to imagine what the shapes would look like. To improve, I need to practice imagining the form on more simple shapes such as chairs, household objects, and weapons before I move onto characters.
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Line colours:
Red = Horizon Line. This represents the curvature of the earth, and the way that the eye perceives things that are far away.
Blue dot = Vanishing point. This is where things that are far away seem to appear from.
Green = Buildings. Horizontal lines are affected by the Horizon line and vanishing point, while vertical lines are not.
These are the guidelines for a drawing using 1 point perspective.
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After finishing the base constructions, I worked on lining the piece with black. I did this to help the linework pop.
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Whilst this step wasn't vital to practicing 1 point perspective, I feel it helped the piece feel finished.
In conclusion, I feel that I am capable at using 1 point perspective in future art projects. I found the concept easy to understand, and was able to create the artwork quickly. I feel confident that I can replicate this process again.
Since November, I have been working on creating the foley sound effects for the trailer of 'Gears of War 3', using unique solutions to make the sounds feel organic and realistic. I believe my mix is true to this goal, as it doesn't have much deadspace, and a wide variety of sounds are used. I also aimed to make the trailer a bit more funny and light, and I did this using 'Funky Town' by Lipps and Co. I believe this was a really fun adition, which added to the overall quality of the final result. One part of my mix I was particularly happy with was the beginning, where the door opens and there are footsteps across the wooden floor of the cabin - The idea of the footsteps was unique among my peers, as I was the only one who had thought of it. If I were to do this task again, I would work on using more unique effects, and filling up the gaps that I believe need to be filled but couldn't due to time constraints.
On the first of March 2023, the new season of Splatoon 3 began to a massive reception from fans. This follows the release of the 'Inkopolis plaza' DLC that released on the 28th February, which bought the location from the first game back with returning characters, and a new coat of paint. While fans praised the nostalgia value of the downloadable content, they felt in some ways it was quite lackluster, with not much band new content added.
The Fresh season of Splatoon 3 brings two new stages to splatoon 3: Returning from Splatoon 2 is Manta maria, a ship turned battle stage, and new comer is the pyramids of Um’ami Ruins. Two new specials have also been intoduced, the Kracken Royale returning from Splatoon 1 with the Super Chump being a fan favorite from its release. Lots of new weapons have also been released, some returning from past games, as well as new clothing items and locker decorations so fans can look as fresh as they want!
During the Art Attack assignment, I was tasked with creating a mech design that could be looked at by industry standard artists at outsourcing studio Atomhawk. The mech, based on my family's vintage car, was enjoyed by the artists, however they expressed that the design looked quite 2D, and could be improved to help it feel more realistic [joints, shading etc.] I agree with this feedback - making the mech look realistic was a feat I really struggled with whilst working on the project, and I feel that if I looked at more references and tutorials I could get the mech to a really good place!
Within my own personal development time, I chose to try out some new textured brushes within my chosen art programme: procreate. I chose to draw an object I had lying around my room (an ikea 'Blahaj' soft toy shark), and applied this new brush to create a pleasing illustration. I also looked at the shadows created by the folded fabric of the toy to create the look of shadows!
Overall, I believe this was an extremely fun experiment, as it gave me a better understanding of using textured brushes. It also helped me to experiment with creating artwork without linework, which I feel will be a useful skill when trying to create simple illustrations. I now feel confident that I could apply textured brushes within future projects, which will really excel my artwork to the next level.
Today I wasn't Feeling the greatest, and whilst exploring the settings of Procreate I found the option for 'Animation assist' - This turns each layer of a canvas into a single frame of animation. I have never tried to animate before, and have no prior knowledge of animation, but I decided to channel my frustration of the day into a very simple, rudimentary animation! Looking at this animation as an ametur, I can already see some improvements that would need to be made if I were to try again. One of these improvements is the choppiness of the lines - whilst this can give a good 'indie' style, I feel that being careful with my brushstrokes would give a smoother, more pleasing animation overall. I also didn't like how the right side of the heart looked after it had been broken: It didn't match the left side in size or shape, so I feel that maybe copying the left side and flipping it would make the animation look better overall rather then trying to hand draw each side.
For a first attempt, I'm really happy with the final result! This small test has given me an interest in maybe picking up animation again, which I'm really excited to research and learn. It also helped me to vent some of my frustrations from the day, so that was also great - I've never really used art to vent emotion but I now know it can work!
Since attempting animation on Monday, I've wanted to give it another go. With the critiques I had from my first attempt, I created a simple animation of a ball bouncing - however this time the animation was a lot smoother! This is due to the fact I copied the shape of the floor and the ball from previous frames, so that the ball was identical throughout the animation. I feel that this animation is an improvement over my first attempt, although I was being quite ambitious with the shapes I chose to animate for my first ever animation.
If I were to animate again, I would try to improve by using more complex shapes, or even using colour. I also want to research into animation, so I have a broader understanding of the topic whilst creating work.