Friday, 16 August 2013

Successes and Faliures of the project.

Over all I managed to complete a lot of good design and artwork.

The main problem/failiure I encountered feel was:

I created an Artbook which I printed via Lulu.com. In the end, all 3 prints I ordered had things wrong with them, and when I checked the document, and other documents saved in the same way with similar content, the prints came out just fine.

As I wanted to present an Artbook to sell, I instead created an iBook via the iBook creator on a Mac. This software allows me to publish the book via the iBooks store and play it on an IPAD2 or better.

The iBook, I feel, actually feels a lot better, and looks a lot better, than the original book design. So I managed to turn the Artbook into a success!



Things which changed:

I decided not to create 3D model pieces for the board game, but counters instead, as it is a prototype. I didn't model any 3D for them as I also wanted to apply my time to working on Artwork, as this is my main strength, and to touch up the design work.


Sucesses:

I feel I raised my game with my artwork. I'm not able to create industry standard work in a variety of styles and in a decent amount of time.

I also feel that the two games I created are interesting products as they have a unique sort of hybrid-genre. My client is pleased with the results.

Artwork Progression



 
This painting of Ardheim was one of the first I did using Noah Bradley's tips about perspective, colour and distance.  Custom brushes helped a lot, and as I painted the horizon fog in, I found the piece came together. It gives it a sense of depth.
 


 


I applied the same principled to this picture, but switched it up with a contrasting colour scheme. There is definate improvement.

 





In this picture I switched up where the light sources were. I also added figures to try and tell a bit of  story. All aspects of my painting have improved, I feel.  I added a lot more detail to the branches and foliage as well as managed to create believable figures without lots of detail.

I've also created several other pieces to this standard using the techniques I developed.


 
In the above piece I really tried to emphisize the depth of the picture not only with the light sources, but the blurring of the background. I also worked with reflections on water and translucent objects which allowed light to pass through them, such as leaves.
 
Here I experimented with lighting on clouds through space and creating realistic clouds. I feel it was a success.
Here I focused on shadows and light sources, especially with cool/warm lights and shadows.

Noah taught me that Cool light means warm shadows, and warm light means cool shadows, this is what I tried to apply here in order to create realistic looking fabric folds.
 
 
Overall I've seen a massive improvement in my artwork and feel my goal was achieved.

 

Sci-fi environments

 
Interesting Sci-fi/Fantasy Concept art from across the Web.
 
 
 
Sci-fi environments - Star Wars
 
 
Large mountain ranges populated by smooth looking buildings. Zennor could draw inspiration from this sort of work.
 

Something similar to this picture would be good for illustrating some of the mid-levels of Delmont, the hive-city planet.
 

Big trees are very Ardheimian, however, the foliage on Ardheim will be a lot denser.
This picture would also be good inspiration for the desert wastes of Delmont on the surface! The rounded, wind-swept shapes and erroded look is very applicable to the wastes.
 

Buildings - Final Designs.

I decided on keeping the buildings fairly simple as in the heat of war, there isn't time to construct many different large structures.

Also, as the designs are to transpose over to a board game, I wanted to keep the assets as simple as possible.



These assets are simple and easy to convert into both 3D pieces for both the 3D game and the board game.  They're also distinct and different so the player can tell them apart.

The client is also happy with the look and feel.


Sunday, 13 January 2013

Asset Design - Fowards Base/HQ and General buildings


Reference:




Interesting link for extra reference on lots of building:

http://www.cncden.com/gen_usa_structures.shtml

Asset Design - Supply drop and beacons

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Asset Design - Intelligence Centre


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Scout posts -


Asset Design - Explosives Factory

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Asset Design - Armoury


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Asset Design - Medical Tent


 

Reference Images:

 
Crude tents, small, 'makeshift' pegged into the ground.
 
 
Upgrades can create larger clusters with added larger sections of tents.
 
 
Old fashioned square tents, made of canvas, khaki in colour.
 
Could explore slightly rounder shapes to give it more of a futureistic look.
 
 
Tunnels look more futuristic.

Although it has no discernible markings, this tent was used for staff.
Decorated and marked off the edges of the tents with stones.
Expected to pick up and go at any time.

 
Added details could include flags and sandbags.
 
 

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