Life Drawing

I hadn't drawn with charcoal from real life for a couple of years until starting this course so am still very rusty at life drawing but I find that attending these classes once a week has helped me to understand my drawing style and become more confident.

This confidence develops by having a very short time frame to draw the person in a certain position until they move into another one, so I have no other choice than to trust my instincts and draw as I see the person stood in front of me, not worrying too much about the details. My charcoal strokes tend to be quite timid and raspy but I am working on building up my skills to make more confident, fluid lines.

Life drawing often is also great to help me understand proportions of a human body in relation to itself as well as it's surroundings. I didn't realise that I naturally draw heads a bit larger than they actually are, this is probably because of my love for doodling cartoonish characters! I have made a conscious effort to correct these proportion errors when doing my life drawing.

We use plenty of techniques other than charcoal within these life drawing classes which take me away from my artistic comfort zone such as using different mediums of drawing and techniques such as drawing simultaneously with both the left and right hands or using a rubber to show the highlighted parts of the model on a totally blackened canvas.

I feel that these life drawing classes are helping me greatly with my understanding of proportions and drawing styles.



Watch my video about contrasting shadows on YouTube: https://www.youtube.com/watch?v=XuDxbmF_rpk


Understanding Maya - 3D Art Production & Gameplay and Interactivity

A huge part of Computer Game Arts is 3D modelling through 3D computer graphics software. The majority of games nowadays have moved on from the art style of 2D pixels on a screen, with technology being far more advanced and enabling players to experience more realistic and true-to-life gameplay visuals. This is done through 3D modelling and these models aren't only used for games but can also be a means of creating 3D animation and special effects in films! So, with all of this in mind, I am very excited and determined to not only understand how to create these models but to put in a lot of effort to do it well so that I can have fun using it and be able to experiment with how my models can be used. (I've even noticed that 3D environments can be used to produce 360 YouTube videos, but more on that in the future...)

As I am creating both a Battle Arena and a Walkthrough Game simultaneously for this course I needed to create 3D models for both of them. The software that I'm learning is Maya, a well known 3D computer graphics software which is widely used to create interactive 3D applications ranging from games to animations and visual effects.

When I first started using Maya it took me a while to understand and remember the keyboard shortcuts and overall techniques on how to build object from blocks, extruding and manipulating wire meshes. It's entirely different from drawing in 2D art and because of this I found it difficult to start from a blank scene and create what I wanted from my mind.

So instead I started with a tutorial! I built this cartoon house from a series of YouTube videos that I had found and got to witness first hand the commentators thought processes as he was creating the house which helped me to understand how to go about customising the shapes and using the different tools as well as some very useful time saving tips such as using the outliner tool to group everything together instead of having to combine meshes all of the time just in case I still wanted them to stay separate to add changes, but was then still able to move things around as a group instead of individually. This also taught me to think ahead when creating my models to think about texturing and what will happen if I need to import it into Unity3D. For example, in the house above the door has a separate panel to add some depth to the texturing and I had to make the door separate from the house if I wanted to import it and animate to open and close for gameplay in Unity.

Once I had created this house I found it a lot easier to begin modelling the rest of my environment assets (the environment below is for my walkthrough game). I could reuse shapes I had created before and simply modify them to suit another asset that I needed instead of having to start from a basic object every time which saved a lot of time. Below I have made a gate, fence, cobbled path, well and a speaker in half the time that it took me to create the house (which was a day) just by reusing parts of it.


Josef from Machinarium - Character modelling
I wanted to give myself a challenge after having grasped the very basics of modelling and tasked myself with creating a 3D model of the robot protagonist Josef from the point-and-click game, Machinarium. (It's a cute and overall awesome game for those of you that haven't played it, and if you haven't, go do so, NOW!  :) )

I started from his tube body, changing the width divisions lower than 20 to make him look a little less smooth and more clunky to keep with the old steampunk art style and created the shape of the protruding pipes by extracting different layers out and repositioning them to make them thinner or wider, then redoing that over and over and over, the whole time being careful to try and create the curves that I wanted when I reached his head. I then used the multi-component select tools to select either points or lines of the mesh and move them around individually, or created more points and lines by using the multi-cut or insert edge-loop tools. For the eyes, arms and legs I created them separately using the same extruding method and then placed them where I wanted on Josef's body and merged the mesh together to create one overall object.

I'm really happy with what I was able to create and think he looks pretty spot on, a little chubbier, but a little podge is cute!

I became inspired by the first YouTube videos that I watched on learning how to create the cartoon house and how much it helped me to just see someone's thought processes when learning Maya and so have uploaded my own video on creating a ladder to YouTube. It's a simple object to create but through watching the video you can much easier see my techniques and understanding of the different tools within Maya to create the object as well as when things go wrong and how I go about fixing them, it's much easier to watch me create something that read about me babbling on about my learning processes through Maya (although you already have done so THANK YOU!) so if you need more information of how I have learnt to 3D model and how I create my models then have a watch :)

Coma - Walkthrough Game Map and Interactions


Above is a rough sketch of the layout and main interactions that will happen within my walkthrough game, Coma. I want the game environment to seem open and vast, but with the player being restricted to  path and between fences off areas. When the player descends down below the well the environment will be small and claustrophobic so as to unsettle the player, darkness will surround them as well to increase the tension felt within the game. 

The main interactions within the game will be:
  • When the player wakes up in a cramped cottage and exits through the door to find the cobbled path leading them through a small village outside lined with speakers.
  • When the player noticed the well and hears the cries for help below, interacting with it will tell the player that the well is boarded up and they need to find something to break to boards.
  • A little further down the path they will find the chopped up logs and be able to interact with the axe, holding it within their hand (this should be visible within the first person camera view).
  • They then get to use the axe with the well and descend into the dark, cave-like place below to follow the cries for help.
  • The last interaction is when they find the old record player and press the interaction button to make the record stop spinning, causing them to be surrounded by darkness apart from the words "Wake Up" appearing on the cave wall.



Perspective Drawing

2d

I drew this simple one-point perspective drawing to demonstrate my skills when drawing with perspective in mind. One-point perspective drawings are created by drawing everything from a point on the paper by using straight lines protruding from the point.

I decided to draw a sci-fi scene from inside a space ship, with a window looking out to a nearby planet on the left and multiple doors columned on the right hand side of the drawing. Lights align the ceiling and arrows are aligned along on the window. This scene worked very well to show the different perspective of the corridor as I drew everything to become much smaller the closer it reached the point, staying true to the straight lines I drew from the point in the middle of the paper.



I then added a character within my scene to exaggerate the different perspectives even more as the robot is walking out of the foremost door.

Using water colour pencils I was able to add colour to the drawing, however I feel that I should have added more shading to exaggerate the perspectives more as that would help it look more 3D and realistic.

Transition from Digital Film and Screen Arts to Computer Games Arts

Originally I was studying Digital Film and Screen Arts, with a strong passion for film in a new-age sense. Living in a world where reaching out to the other side of the world is just a keyboard click away I see the film medium as the best way to reach out to these people, through websites such as YouTube or Twitch we can easily reach out to one another, influencing and connecting with others lives through a screen and hopefully having a positive impact on them. This is the kind of film that I have a passion for; it's the social side, the interactive nature, the communication and impact that happens around the video itself.

However, since starting the course I began noticing that the interactivity that I so craved to learn and innovate with does not reside within the film industry already and so cannot be taught by a film-based course. As it's not the professional quality that I'm looking to delve further into, it's the impact that I can have on viewers and the community that I can create through offering a more interactive and immersive experience with my videos.

I love games. I've always loved games. They offer what films never have, a chance to become the starring role; to become truly immersed in the narrative by developing emotional attachments with the in-game characters and ultimately controlling the flow, or even nowadays, the outcome of the narrative itself.

So perhaps I've been following the wrong route and instead of trying to bring new interactive elements into the already well-established film industry, I could take what I so love about film and bring it with me on my journey through understanding and experimenting with the interactive and immersive elements that are offered to me within the gaming industry.

Plus, being able to create 3D worlds, draw 2D characters and put them all together using object oriented programming to tell an immersive narrative is pretty darn cool!

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