EEP hours - design or redesign a menu or UI for or from a game. (4hours)
EEP hours - design or redesign a menu or UI for or from a game. (4hours)
Research (what makes a good UI or menu)-
-The ui for a game should be based of how complex the game is e.g. if the game is simple complex menus may confuse the user.
-The most important information that the player needs should be quick and easy to access.
-To make the UI or menu more immersive as if the character your playing as is experiencing the same thing you are it becomes more relatable and makes you feel like your actually part of the world your playing in.
- To make the ui feel unique and original as it can make your game more memorable.
-the main components of a game UI Diegetic , Non-diegetic , Spatial and Meta these 4 thing help you make a good game UI.
--Diegetic= this is elements that can seen or heard by the character to fit in with the story's and games context. e.g. holograms , futuristic gadgets.
-- Non-diegetic= this is elements that exist outside of the games story that only the player sees . e.g. menu screens , quest windows.
--Spatial= this is elements that are represented within the games space but are not visible to the characters. e.g. arrow showing where the objective is , enemies outlines so the player knows who to fight .
--Meta=this is elements that are contextual to the game but are not represented within the games space. e.g. overlays that indicate a change in players health.
I designed this menu with the help of tutorial. This really helped me enhance my skills with Photoshop and illustrator and learn new features that i didn't know about previously . i wanted to do a fantasy / medieval theme so that's what i went for.i labeled where everything would be as this is a menu for your weapons that you collect in the game with different stats and appearance.this process also really helped me to learn how to overcome problems that happened when i was making this.
EEP hours - Create a basic jumping animation with identifying the main poses. (3 hours)
Research what makes a good animation-
In the process of making this i watched few videos to help me understand what makes and animation good and the basics of animation.
I used these videos to help me create the animation that made and use the skills they taught me as well as my own to create it
This was my very first attempt at the jump animation without the walk at the start while less complex it more simple and helped really understand the basics of the jumping cycle although i would in future like to make it more fluid which i did improve with second attmpet but still think it could be better once my skils have improved.
Analysis
I have successfully established the fundamental aspects of jumping animation. I have identified the key poses of the jump and incorporated reference images on the right for guidance. In addition, I applied a pose-to-pose approach, later adding in-between frames to enhance the overall smoothness of the animation. I also paid special attention to simulating the impact of landing to make it appear more realistic.
However, there are several areas I'd like to improve upon. First and foremost, I aim to refine my drawing skills to ensure greater consistency in the size and proportions of each element. Secondly, I aspire to enhance my proficiency in walking animations. Although the current version is passable, it lacks the fluidity I desire. This is partly due to the fact that I added the walking segment after completing the rest of the animation, resulting in a noticeable inconsistency.
Furthermore, I'm eager to develop my animation skills as a whole. This includes incorporating principles such as anticipation and squash and stretch to elevate the overall quality of the animation. Throughout this project, I have gained confidence in using Adobe Animate and have learned to create a basic jump cycle, along with a relatively smooth walking animation. This is a commendable first attempt, and I plan to revisit it in a few months when my skills have further evolved.
Looking ahead, I also aim to learn how to animate backgrounds to enrich the overall animation experience.
EEP hours - Making basic face animations with adobe animate (3 hours)
Research what makes a good face animation-
a good face animation needs connectivity all around the face to make it feel organic.
there sould be a flow betwwen all the expressions to make it feel fluid.
Analysis
Overall i have successfully made a fluid expressions of the face as you can can clearly tell where the starting expression is and the end and how the journey of the animation getting there as you can clearly see how the animation starts at a neutral face and where he ends as a happy and smiley face.
although some thing that is obvious to me is how the squash and stretch is nor prefect i tried to simulate how the face would move when going through these emotions but something looks abit off to me as i tired to fix it but with my skill and knowledge now i cant do it perfectly but as my skills progress and develop with squash and stretch i will be able to execute this better in terms of the squash and stretch part.
Overall through this process it helped me develop an understanding of the emotions and what different faces ae made in between them nut also showed me an area where in eed to develop which is my squash and stretch ability. most of the time for the task i spent researching how to execute a genuine looking emotions with the clear and fluid inbetween emotions.
Task make different ball animations showcasing an assortment of balls. (3 hours)
Research:
To make good ball animation you need these certain things that i researched:
-good timing
-good spacing
-make sure it feels natural
-give it a good sense of weight
-make sure it has clean arcs
-give it springiness of the ground
In this animation i decided to progress my previous ball animation and refine it but also add an array of different balls showcasing there weights and size in this example i made i have added
a very bouncy tennis ball and and a bowling ball to contrast each other as they are very different from each other. From this animation i believe at y knowledge know i produced a very good
imitation of what these balls would actually be like in real life as the tennis ball is very quick while the bowling ball is slow and heavy. As ell as adding these extra balls i also added and a
animation for them losing momentum and accelerating to reinforce how they would be in real life and with the addition of squash and stretch i believe i accurately depict the process of these balls bouncing
with the skill and knowledge i have now
Overall,through this process i have enriched my skills with animate helping me the problems i ran into while working on this task and developed my skills with making an assortment of balls with different weights this helped me grow confidence with animate gain
an understanding of how to make a fluid animation with in industry skills like tweening and squash and stretch.furthermore , there is few things i would of like to of done better like make
the balls i created actually look like a bowling ball and tennis ball respectively and maybe fix how the tennis ball stutters a bit but that will be fix as i further enhance my knowledge with animete.
Task- make basic comic enhancing 2D skills- Research (2 hours)
Over the coming weeks i want to develop a short comic strip to help enrich my 2D drawing skills and helping with perspective drawing and environments. Also in the future maybe turning this comic into a short game to then help enhance my game making skills.
As this wont be a 1 week process this week 07/11/2023 i will be conducting re search for how to start making a comic strip and and gain advice on how to make a good one and how to become better at drawing and over the coming weeks develop more knowledge on topics like character design , environments etc to help me make and finalise the comic book i want to make with all my progress shown here .
links to channels i used to help with this first research i will conduct:
https://www.youtube.com/@DrawlikeaSir https://www.youtube.com/@KeshArt https://www.youtube.com/watch?v=AhcPR8W-za8&t=409s
How to start your comic:
-make sure to have all supplies ready.
-set a timer 4-5 hours to make a basic outline of a your comic.
-first draft doesnt matter for detail or drawing skills.
-time limit helps you have a deadline so you don't overwork and think about it .
-gives you a start and finish.
-the story , panels , drawing , characters don't matter in first draft.
enhance drawing:
-WHY- the goal - to make a comic and tell stories.
-to start make one image that tells a story.
(this helps you with like lines , shapes , forms , colors , design , environment design , prop design
, line work , style , composition and storytelling.)
The main three levels
- foundations
-design
-creation
these will all give different challenges to develop your skills
- advanced artists do the basics really well
- make sure the you KNOW the basics
1. lines and shapes - being able to see and draw good lines and shapes
lines and shapes are fundamentals of drawing.
simple line exercises
straights , curves S line , gestural , lights , thicks others
-you can copy images using the contour lines to help with you motor skills
- learn to see things and break them down into shapes. 3-5 shapes per object
2. FORMS
-this adds depth to your drawing
- forns help you draw better poses
-build charcters and drawings with forms - forms are the building blocks of drawings
-ACTION - draw 100 boxes - the king of forms
-from boxes you can get oyher forms - put these togehter and you can consrtuct other things
-you can draw alot of things well if you do these things.
3.FLOW
-this breathes life into your art
-simple terms is drawing lines , shapes and forms that is balanced
ACTION-draw quick loose , dirty gesture sketches (100) of them
ask yourself questions
- can i draw with more spirited lines ?
- cani use less lines to represent a drawing?
-can i arrange different parts of the drawing to create more of a flow
spirted movments - more controlled movements - not too fast or slow - can yo udo it with minamal lines - can you arrnage the drawing in good shpes
4. measuring and angles
-proportions - use a point of referance - compare to see if objects are small or big - you can use heads as your point of referance
drawings have different angles - if you can point out these you can get the shpes of the drawings
Action- do 1 drawing and get it exactly the same of a real life person - this helps you draw charcters in the future.
5. basic light and shadow
- shadows bring depth to your drawings
-where light hits a character and where shadows follow as a result - find these areas where darker and lighter values on the drawing
Action
use a reference and divide it into light and dark areas of it. this helps you add depth and value to your drawing
you can then add a darker value which adds more depth to your drawings.
summary:
1.lines and shapes
2.forms
3.flow
4. measuring and angles
5. basic light and shadows
REPS REPS REPS - this will help you learn your skills better
overall through this research it has taught me where i need to start with drawing and comic book creation and how important the roots of the skills are over the next few weeks i will be practicing the fundamentals of drawing to then lead up to creating my comicstrip.
Task make a comic strip enhancing 2d skills (practice) (4.5 hours )
Over the next seven days i will be practicing my drawing skills for 30 mins a day and watching tutorials with a pen and paper then uploading all the progress i made on here .
These are some of the things that i drew in the past seven days i also practiced my lines and curves too . this helped me develop my drawing skill in preparation for my comic book.
Task make a comic strip enhancing 2d skills (story and power system) (2.5 hours)
This week i planned some of the basics for my story for issue 1, and some designs for the buildings and characters. It also explores the fundamentals of the power system that will use through out the comic strip
task practice human drawing with basic character design for my comic strip (3 hours)
This week i practiced basic human anatomy to prepare for my first comic strip draft i watched many tutorials to help me understand how to accuratley draw these poses . These are my first attempts so as i develop my comic strip these poses and characters will get better.
Task make a comic strip enhancing 2d skills (first draft (2 hours)
This is my comic strip that i produced after doing researching how to make one and practicing over the past couple weeks. Overall i think it could of been better and there is a lot of room for improvement. But for a first attempt i think its good and shows how incorporated skills i picked up during this process. I would like to come back to this in the future when my 2d skills have enhanced. As i wanted to do this to show how in a couple of months by the end of the first year of the course my skills in 2d art will have improved greatly. I'm now going to move onto another project ( but will come back to this comic strip) using the software maya as i want to improve my 3D skills i will start that project next week.
Make a spear for eep in maya and blender for art station and sketch fab part 1 (6 hours)
on the right is my progress on making a spear with a mini artbook i have made a high and low poly model already and will now move on to the final renders that i will make in blender.
Make a spear for eep in maya and blender for art station and sketch fab part 2 (9 hours)
Make a helmet for eep in maya and blender for art station and sketch fab part 1 (10hours)
after going through multiple versions of this helmet i have now finished the low poly and as i am going for a lowpoly style the high poly has minor adjustments with uvs done and ready to move on to texturing.
Make a helmet for eep in maya and blender for art station and sketch fab part 2 (3hours)
Make basic character and rig in blender part 1 (4.5 hours )
Make basic character and rig in blender part 2 DONE (15 hours )
Throughout this task of making a person in blender it helped me with an array of skills in modelling and following reference's to achieve a final design as these skills i gained are valuable for when i move onto other characters and models being made in blender as it helped me understand how to use blender and all the moving parts that make the workflow quicker. This also helped me understand character creation more and will help me as my skills progress into things like z-brush and other software.
make a bug in zbrush and bake to put into blender (10 hours)
This process helped me understand the work flow of z-brush and what you need to do to effectively make a model using the software , this also helped me develop my skills with uv ing models as that is an area i wanted to work on also when doing this i expanded my knowledge on blender. overall i think the final bakes , UVs and models came out well and i am happ with the result and how this has helped me grow my skills in 3d modelling.
model a scythe using blender , maya and zbrush (20 hours)
This process helped devolp my skills with software like blender , photoshop , maya and zbrush this will help me as it further devolved my modelling skills and most of all helped with my texturing as this is a part of the workflow i struggled on most.