Game Art GCD62004/Project2
Game Art
GCD62004/Project2
LIU CHENG RUI (0370930)
GCD62004/Game Art/ Bachelor of Design (Hons) in Creative Media / Taylor's University
INSTRUCTION
PROJECT 2 :
week9
This week we completed the work of Project 1 and began to produce our
Project 2. Regarding Project 2, we need to design relevant game props for
the environment or characters. I chose the prop design for the character
roles.
For the design of character props, my first thought was armors. Since my
character as a whole is mainly based on bamboo elements, the armors I
designed are also more inclined towards bamboo elements.
This prop is mainly worn on the forearm of the character, providing a
certain level of defense for the forearm.
Fig9.1 Arm Armor Mood Board
Fig9.4 Leg nail mood board
Fig9.7 Mask Mood Board
Fig9.8 Mask sketch
Fig9.9 Mask coloring
In addition, I will also continue to complete the shield design in
Project 1.
Fig9.10 shield
Fig9.11 Add details
week10
I continued to refine my Project 2. Mr. Kannan said that I needed to
demonstrate more of the prop development process, such as the
iteration process and material functions, rather than just drawing a
picture. Therefore, I focused on the development process.
I started with the silhouette form first and tried to expand
different silhouette forms so that I could obtain more prop forms.
Then I further completed the details of the lines.
Fig10.1 Silhouette of the leg armor
Fig10.2 Silhouette of the leg armor (Detailed)
Fig10.3 Silhouette of the arm armor
Fig10.4 Silhouette of the arm armor (Detailed)
Fig10.5 Mask Silhouette
Fig10.6 Mask Silhouette (Detailed)
In addition, I also disassembled the props that I was
relatively satisfied with before and clearly marked the
materials and functions of each part.
Fig10.7 Arm armor disassembly diagram
Fig10.8 Leg armor disassembly diagram
Fig10.9 Mask disassembly diagram
After that, I began to model my props. I used
Blender, which is not that easy to use, so I was
creating and exploring at the same time. This
process was very challenging.
Fig10.11 A general model of the mask 1
Fig10.13 A general model of the arm armor
week11
This week, I showed Mr. Kannan the iteration
process and decomposition of my props, as well
as the general modeling of my props. Mr.
Kannan believes that my props can be
distinguished by some simple different colors,
which is more conducive to observation. Also,
in terms of the modeling of the masks, we
should try to find the general plane
transitions. Avoid using too much flour.
Fig11.1 Refine Arm armor disassembly
diagram
Fig11.2 Refine Mask disassembly diagram
Fig11.6 Model refine(Mask)
week12
This week, I will color and render the
refined prop models, which is a very
challenging activity.
Fig12.1 Final arm armor
model 1
Fig12.2 Final arm armor model 2
Fig12.3 Final leg armor model 1
Fig12.4 Final leg armor model 2
Fig12.5 Final mask model 1
Fig12.6 Final arm armor model 2
In addition, I also coordinated the sizes of
the characters and props, and on this basis,
made a presentation sheet, which looks more
intuitive and clear.
Fig12.7 Final presentation sheet
Fig12.8 Project 2 Compilation
FEEDBACK
week9
You can continue to use your shield as an item in Project 2, improve
it, and then come up with other items, such as armor or helmets and the
like.
Regarding the character, Mr. Kannan believes that the character should
have a visual center, and this part has relatively more details. It should
be the trunk of my character, and the details of the legs can be
appropriately reduced.
week10
Mr. Kannan said that I needed to demonstrate more of the prop development
process, such as the iteration process and material functions, rather than
just drawing a picture.
week11
Mr. Kannan believes that my props can be distinguished by some simple
different colors, which is more conducive to observation. Also, in terms
of the modeling of the masks, we should try to find the general plane
transitions. Avoid using too much flour.
week12
Mr. Kannan thinks that my prop modeling is better than that of last week.
Next, I need to color and render it.
REFLECTIONS
Experience
Through this project, I not only enhanced my ability to design character props, but also accumulated a lot of practical experience in the process of modeling and rendering. During the modeling stage, I realized that the structure must be kept clear in the early design; otherwise, problems such as unbalanced proportions or difficulty in restoring details are likely to occur during 3D modeling. During the process, I learned to break down complex shapes into multiple modules for modeling, which improved efficiency and made it easier to adjust later. Overall, this project made me realize that design, modeling and rendering are a closely related system process. Any unclear link will affect the final effect.
Observation
In this project, from the initial sketches to the later rendering, I constantly observed how the materials were combined with the shapes to ensure that the props were both natural and in line with the character Settings. I also noticed that when designing props such as armor or masks, the direction of the lines and the division of the structure have a significant impact on the overall recognition and style unity. Furthermore, I have also observed that when the prop design is overly complex or has too many color gradations, it will weaken the focus of the main visual and affect the clarity of the overall design.
Findings
Throughout the entire project process, I found that the connection between design and modeling is extremely crucial. Although the early plane sketches focused on shape and concept expression, I realized during the modeling process that if the structure was not clear enough and the proportions were inaccurate, difficulties would arise in the three-dimensional realization. Therefore, whether a design is "modelable" should be considered from the very beginning.
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