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

Fig9.2 Arm armor sketch

Fig9.3 Arm armor coloring

Regarding the second item of my character, my idea is the leg armor, which is made of the same material as the arm armor, mainly bamboo, and supplemented with bamboo leaves as decoration.

Fig9.4 Leg nail mood board

Fig9.5 Leg armor sketch

Fig9.6 Leg armor coloring

As for the third item, I plan to design a battle mask that the character will wear when fighting. The first purpose is to intimidate the enemy, and the second purpose is to protect the face. The mask is mainly made of bamboo as a whole, with some special symbols added for decoration.

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

Regarding the character details in Project 1, I continue to handle them meticulously. Mr. Kannan believes that the character should have a visual center, and there are relatively more details in this part. It should be the trunk of my character, and the details of the legs can be appropriately reduced.


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

Fig10.12 A general model of the mask 2

Fig10.13 A general model of the arm armor

Fig10.14 A general model of the leg armor 1

Fig10.15 A general model of the leg armor 2


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

Fig11.3 Refine Leg armor disassembly diagram

Fig11.4 Model refine(Arm armor)

Fig11.5 Model refine(Leg armor)

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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