I want to continue working on my game art skills throughout my placement year. This will ensure I am ready to create portfolio worthy work in my third year of Game Art. Having completed Y2, I feel I have a lot to learn and catch up on, so what better way then to be consistently practicing for an additional year to catch up with that!
Throughout the year, I wish to work on the following projects every evening at 5:30PM, (Warm up with a speed sculpt of 30 min before every session):
STUDY:
Hyperrealism Sculpting - Capturing Likeness
Marvellous Designer - Realistic Clothing
Substance Designer - Creating
Fibershop / Maya - Haircards
STUDY:
Blender - New Software
Low poly modelling
Shaders - Stylised shader to outline model
STUDY:
Designing from a single concept (rotating what I see)
merging what I learnt with P1 & P2
focus on TEXTURES!
Blender
Marvellous Designer
Haircards
This eclectic mix of projects will help keep the learning fresh. I won't force myself to work on a single project at a time, instead I will allow myself to jump between the three as I please to ensure momentum never falters. The ability to work on such different characters - especially ones I feel personally connected to - will help me stay motivated and excited. Any time I ever feel stuck on one project I can simply move to another; with different style requirements and different learning opportunities, studying will always feel novel.
Enjoyment always trumps discipline, not only in consistency and millage, but more importantly; in quality.
GOALS
This Project will be successful if:
1. REALISM - She must look real. the skin, eyes, hair, clothes must all look realistic.
2. LIKENESS - She must look like the actress
3. CUSTOMISABLE - 2 variants of clothing and hair styles.
4. PROPS - She must have realistic props
5. 2 GAME READY - rigged and posed
STUDY
To achieve my goals, I want to learn:
Hyperrealism Sculpting - Capturing Likeness
Hair Cards - Fibershop / Maya..
Marvellous Designer - Realistic Clothing
Substance Designer - Creating Patterns
Blender - Topology + Rigging + Posing
(Third Years have a 'Realistic Hair Cards' brief, learn from their methods)
SOFTWARE USED
To achieve my goals, I will use:
ZBRUSH - Base body
Marvellous Designer - Clothing
Fibreshop / Maya / Blender - Haircards
Substance Designer - Textures + Materials + Patterns
Fibershop / Maya - Haircards
Blender - Rigging + Posing
Unreal Engine - Lighting + Presentation
"In the feature film, Raffey Camomile Cassidy plays a young Audio-Animatronic robot girl (based on a form of robotics animation created by Walt Disney Imagineering for attractions at the theme parks) that goes out into the world and recruits suitable candidates for Tomorrowland.
In you look closely you'll see the print on her shiny retro blue dress from the 1964 New York World's Fair is actually a pattern of overlapping math equations, which is a pretty clever design element."
I want to make two 'costumes' for this character: the first being her Tomorrowland attire with her futuristic blue dress. The second being her rugged clothes, worn in the modern day. This will force me to sculpt everything - as all the projects I have done so far I have skipped over areas that "didn't matter" for the sake of saving time. Now I don't have an excuse to brush over areas that aren't seen
I will start by making a hyperrealistic base body sculpt. Focusing on the areas of skin that are always visible: her head and arms. To make the entry to this project more approachable, I will start with a bust sculpt, focusing on likeness.
I also want to recreate these two gadgets from the film. This will be the first realistic prop I model so I will juggle between sculpting Athena's face and these props during the first phase of Project 1 to balance the difficulty.
- - - - - -. - . . . - - . - -
07/07/2025
Surprised at how quickly I did this: 1hr 30min. I really made sure to stay at the lowest subdivision possible and this was really helpful.
Difficulties Encountered: Her face shape is difficult to get right
Lessons Learned: stay in lowest subdivision, don't add the body just yet. paint in eyes and eyebrows will help you see problems better.
GOALS
This Project will be successful if:
1. LIKENESS - He must look like the character in the anime and manga
2. STYLE - He must look like he could seamlessly fit in the game of ZenlessZoneZero
3. GAME READY - Rigged and ready for animating
4. PROP - He must have a simple prop to use in game (gun)
STUDY
To achieve my goals, I want to learn:
Blender - New software
Stylised - Recreating the iconic 3d anime style look
Shaders - Learn how to create the outline anime style render in blender
(I would love to learn how to animate characters in games like ZZZ, add physics, and weight to things like his tie, hair, jacket)
SOFTWARE USED
To achieve my goals, I will use:
Blender - A project completed entirely in blender. Learn it's node system, it's presentation system, topology and unwrapp... EVERYTHING!!
Genshin Impact Style
Outcome Goals:
Stylised rigged character with removable jacket & 2 props. Do EVERYTHING in blender
Learn:
Stylised shaders, Rigging characters, Blender
Software:
Blender
A project to learn a new piece of modelling software: blender
Outcome Goals:
Realism, resemblance, Realistic Eyes, skin and hair.
Learn:
Haircards, Realistic Clothing. changeable clothing & hair
Software:
Substance Designer for clothing patterns
Fibershop for hair
Marvellous designer for clothes
(Learn from Hair Cards brief from the third years) - Work on sculpting and learning other woftware in the meantime: marvelous designer, blender.
Studying anatomy and drawing from imagination.