Lost
Elyse McGlew | Tayisha Broom | Skyla Wolken
Elyse McGlew | Tayisha Broom | Skyla Wolken
Our story follows a story about a tortured artist who can’t seem to create something he’s proud of. Quickly losing himself to anger, he strikes out against his work, which in turn reveals another road he could take. By letting go of his ego and preconceived ideas he can finally start absorbing in nature and bettering his work. By learning from his mistakes and finding reverence in nature he can finally learn to grow.
Perfectionism and being too harsh on oneself is an ongoing problem that almost every artist will or is still experiencing, sometimes this struggle makes people go into a state of frustration as to why they can't complete the piece of work that they want to as the level of quality they want to. This harsh self-thinking is very much a stopping point for many artists as it creates 'art-block' and people can lose their motivation to continue their once passion.
The purpose of our project is to convey this narrative using environment design and story-telling elements, using show rather than tell.
Taking inspiration from games such as Ori and the Blind Forest in terms of combining 2D and 3D elements, we also took inspiration from Gris, Sky: Children of the Light and Journey. While all of this inspiration material may not have played a big part in the Environmental Story experience, we still used these to formulate everything we have created in the end.
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Email:
1025302@student.sae.edu.au
Artstation:
https://elysemcglew16.artstation.com/
Skillset:
CG Character Artist.
Email:
tayishaabroom@gmail.com
https://tayiishaa.artstation.com/
Skillset:
2D Character Animator, Illustrator
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This was our largest project yet! For this trimester I took on the role of environment art, which turned out to be a big challenge considering I only really have past experience with 2D illustrations. I really wanted to push myself to be able to learn a 3D workflow but keep an overall stylised work. In the end the team and I were able to create an interesting allegory about about finding inspiration and to keep moving forward. I am proud of what I created for this interactive walk through experience and hope that those who play through enjoy the environment of lost.
As the character animator/designer for this project, I felt that I was playing a pretty important role in terms of the narrative and story. I wanted to create a character whose appearance fits his environment and lifestyle, and who can look appropriately dull to juxtapose the outdoor environments.
The illustration shown during the end credits serves as the story's resolution. Bucket gains inspiration from his meeting with the deer, and uses materials from nature to make his piece. He manages to get out of his head, his house, and his own way: making room for inspiration!
(the first of three slight variations)
(minus the sculpture)
My role in this project was to create the 3D character model for the full body statue seen in the beginning of the Environmental Story experience, this was meant to be shown as the playable character's ideal person and someone he views as being someone not only he can recreate but matches his idea of 'perfectionism'. While there are no specific details to represent her perfectionist qualities, I wanted to show it more in her composure and being seemingly confident in her stance, while being kept neat and tidy with a well put together outfit.
See model in 3D view on with this link
https://sketchfab.com/3d-models/girl-statue-posed-bf1390b472734f479f2516dbfb4f010f
I'm very proud of my final character model for this project I think while I had some problems and technical issues along the way there was also a lot to learn from the processes and the different programs I had to adapt to. Even in programs I had used before there was and still is a lot to learn since there's still so much that I don't know about but I like being able to explore new things. I think the biggest thing I learnt from the process of creating this character model is that sometimes a problem can be solved simply because there is something that the user themselves is doing. I had a big problem that put me out of work for about a week and this was simply because I was checking one box that I shouldn't have been, although I didn't know this until the end of the week, realising that it was simply a mistake made by me that was causing a big issue was a bit irritating but now I know for future use which is all that matters in the end.
These models were used as my learning curve for studying anatomy throughout this trimester, overall I'm really happy with my progress and how I have adapted my understanding of female anatomy and applied it to my sculpts. While progress is shown within these models I think it's definitely the full body model that makes me feel that I've applied my very best to these creations each step of the way in order to learn and grow as much as I can. While these statues could be improved if I re-did them now I think it would take away from the progress factor and having to have learning blocks to get to where I am now.
Low poly: Retopologised in Maya
High poly: made in ZBrush then imported into Maya
Retopology is definitely something that even now I am still not quite used to carrying out, it took many attempts to be able to feel like I was getting somewhere with my retopology progress. This was especially the case with the hands and face as they're much more complicated than the rest of the body I feel.
I was following the guide from the CG Character Art Guild and while it helped me immensely I still have a lot more learning and practicing to do when it comes to this stage. Personally I find this the most difficult stage in the whole process, but this is mostly because I am not yet accustomed to it and there are a lot of specifications you need to consider and rules to go by when performing retopology.
There wasn't really a 'technically challenging' way that I textured this model I just applied a stone/concrete texture and adjusted some of the settings to suit the look I wanted, I wanted to leave the more difficult part of texturing to my specialisation work. Plus, being that the character in the project is a statue that has just been made she didn't need any weathering or damage to her like the other pieces needed. In this screenshot it can also be seen how I went about laying out the UV. The multiple pieces that may seem unnecessary for this texture, it will come in handy more in my specialisation work as previously mentioned.
Email: 1018382@student.sae.edu.au
Skill set: Music, Foley
Email: 1020371@student.sae.edu.au
Skill set: Foley