Showing posts with label 2D. Show all posts
Showing posts with label 2D. Show all posts

Sunday, December 11, 2016

2D Class Week 16 Figure Drawing Turn In

Time Spent: 10:40 hours

In conjunction with my 2D class, the artists and I were given the opportunity to attend a figure drawing class held every available Friday evening. We all studied human anatomy with a live model, and examined the bones of an supplied skeleton model. It was an interesting class to improve my drawing skills and ability to visually see and draw thew defining feature of the female and male human body.

My class's assignment due on the last week of the fall semester, is to create three final figure drawings, combining the skills I developed since my first session 16 weeks ago. I was instructed to create three new pieces or push three previously drawn pieces from class further to a professional state. This included utilizing the lessons from our 2D class to develop clean line work, realistic proportions, and shading values.

I feel this is a good start in developing my drawing skills, but I can still see additional improvement is required in fully understanding and rendering the human figure. I plan to continue drawing every day to aid my artistic career in animation, that requires strong drawing skills in order to become a professional animator.

 

Figure drawing 1 original sketch

 

Figure drawing 1 final - value shaded


Figure drawing 2 original sketch


Figure drawing 2 final - value shaded


Figure drawing 3 original sketch


Figure drawing 3 final - value shaded

Tuesday, December 6, 2016

2D Class Week 15 Final Delivery (All Material)

Time Spent:
Modeling Well:     9 hours
Bird Animation:    3 hours
Scarecrow Anim:  4 hours

I finally made it to the last week of my first semester FIEA. It has been an awesome and challenging experience, developing my skills in drawing, 3d modeling, rigging, animation, Motion capture, utilizing the UE4 game engine, and working on teams for my RPP class projects.

But even with all that training, the scarecrow team continues to move along developing assets and completing assigned tasks from Nick and my team Lead Baily. The artist team have been merging our levels into a shared UE4 file with an accessible level selection menu, for easier access and collaborative menu building experience.

This week, I was assigned to update my well model with an additional player grab handle, designed to rotate up and down the water bucket attached to the well's rope pull mechanism. 

I also continued animating the bird and scarecrow rigs.


Updated well handle.

Tuesday, November 29, 2016

2D Class Week 14 Concept Round 04 (Final Color)

This week is my Scarecrow team's final week to create concept art for our main character, his crow companion, and environment assets. This round involves adding color to the chosen 2D concept pieces that my team iterated on over the last couple weeks.

Bailey, my team leader requested I export the bucket mesh from my well model, to add as an additional prop to our environment. I also continued animating our scarecrow hanging out on the fence with the bird. And also create the crow's own idle and flying animations.


Tuesday, November 22, 2016

2D Class Week 13 Concept Round 03 (Value Pass 02)

Time Spent: 9.5 hours

I've once again continued in my quest to finish modeling the scarecrow teams well and animation. This time around, Doug provided an additional rig for the bird to fly around the character and roost on his hat. I animated the scarecrow in an idle that leads into him accidentally throwing off his left arm to the ground. The crow then picks up the arm and brings it back to him.

Well model shaded.

Well model wireframe

This image shows some of the animation keys I created in Maya of our happy scarecrow sitting on a fence. The crow reacts to the scarecrows larger movements, and tries to flap his wings in order to stay placed on his hat.

Tuesday, November 15, 2016

2D Class Week 12 Concept Round 02 (Value Pass 01)

I continued animating the scarecrow since last week. I also continued modeling environment assets for this week.



Tuesday, November 8, 2016

2D Class Week 11 Concept Round 01

I animated an idle animation of the Scarecrow.



 Farm cart shape language environment update.

 Wooden fence shape language environment update.

Water well shape language environment update.

Animation shape language environment update.

Tuesday, November 1, 2016

Week 10 Concept Discovery With 3D

Time Spent: 5 hours

This Week our scarecrow team worked on modifying our existing assets, and additionally created new assets for our world. I modified the scarecrow stand, fence, and bushes. Afterwards, I created new shape languages for a well and cart. I modeled and rendered the cart with Maya's toon shader.


Modified fence Maya render



Cart shape language


Well shape language



Cart model

Cart toon shader rendering

Tuesday, October 25, 2016

2D Class Week 09 Shape Language

Theme Wizard of Oz
Artist Style: Tim Burton

Team Scarecrow:
Bailey Steggarda (Leader)
Anthony Ballinas
Doug Halley
Matthew Trupiano
Michael Vogel 

Ryan Hill

My 2D class Scarecrow team worked on a complex project, developing a series of shape language reference guide lines that define our character and environment props shape Design. We also got the chance to create referential proxy models set in a scene in UE4. And the groovy part of is assignment is the use of the HTC Vive VR system to visually place our team members in this world that we created.

I was in charge of environment props such as the bushes, fence, and scarecrow stand. I created three versions of the bush to add variation to our environment's vegetation.




Environment concept images by Bailey Steggarda


Shape language environment description slide by Bailey Steggarda

This slide discusses my contributing bushes shape design.


Shape language environment description slide by Bailey Steggarda

This slide discusses my contributing scarecrow stand and fence.


First bush proxy model by Ryan Hill


Second bush proxy model by Ryan Hill


Third bush proxy model by Ryan Hill


Fence proxy model by Ryan Hill


Scarecrow stand proxy model by Ryan Hill


The first look at the overall environment design, shape, and lighting for our scarecrow character. 


This shows my fence and bushes in our forest this side of the level.




Cool render of our character set on my scarecrow stand, inside our fenced in wheat field.


Wednesday, October 12, 2016

Week 08 Artist Discovery

Theme Wizard of Oz
Artist Style: Tim Burton

Team Scarecrow:
Bailey Steggarda (Leader)
Anthony Ballinas 

Doug Halley
Matthew Trupiano
Michael Vogel
Ryan Hill

I've had another good opportunity to partner up on six member team to develop a known character from the Wizard of Oz series.

This project involved researching the scarecrow character, team discussion on the character design's key detailed focal points that we were all looking searching for, and the development of the character's performance and use of expression.



Team Scarecrow Pinterest Main Page





My collection of character animation reference sketches stored and share amongst the team on Pinterest. I also shared some found scarecrow sketches on the character page and art dump board.


My Animation Reference Page

Tuesday, October 11, 2016

Week 07 Basic Lighting

Time Spent: 7 Hours

For this project, I choose to draw a HO scale model of a New Jersey Central Railroad Company tug boat.

 Compositional 3 point directional lighting, with a light blue LED light bounce an additional blue color to the model's surface.

Observational line work study and value drawing.

Applying primary colors to the piece.

Final Piece with developed shade value and highlights.

Tuesday, October 4, 2016

Week 06 Value

Time Spent: 7 hours

This was a great exercise for me to develop my 2D value and form skills. I always felt I didn't have enough experience in creating these tonal versions on an organic character in the past. I'm really glad I found the time this week to work on this to its completion. Our other art classes like to focus mostly on 3D asset creation and implementation. So, I'm glad to work on this ever now and then.  

I studied Valve's Dota 2 Character Art Guide and followed along with class to create values for this line art piece.

Line art masking out white backdrop for new compositionally good mid tone gradient backdrop. Includes my directional lighting placement.

Line art gray scale fill and shadow placement.

 Final piece displaying my characters values.

Tuesday, September 27, 2016

Week 5 Silhouettes

Time Spent: 8 hours (Over an hour was spent drawing each silhouette's white line marks and clean up.)

This is an interesting project based on the design of creating silhouettes of characters and environment objects. Working on this assignment has also shown me that I in general draw very slowly. I tried to stay focus on the project and draw as quickly as I could. I'm not sure how to best speed up my drawing skills. But I know I can't keep operating a this speed for long.

I chose to draw a futuristic warrior character holding a rifle. I was inspired by the character designs and poses seen in the game Destiny.

Professor's Silhouette Example

My Final Composition

Tuesday, September 20, 2016

Week 04 Composition and Layout

2D Class composition and Layout:
Drawing time: 5 hours

Today, we practiced creating a 2d composition in Photoshop. I themed my piece on a long dead dragon resting on a mountain cliff, still hoarding his pile of gold. I mixed the layout of my piece utilizing circular, radial, and rule of thirds guide lines to frame the piece. I included another dragon at the center view of my circular dragon rib cage bones to draw the viewer's eye to the intruder walking onto this site.

Sample composition layout sheet, illustrating the grid line form choices that we want to follow while constructing this piece.  

 Reference

Final Render Shop

Tuesday, September 13, 2016

Week 03 One,Two, Three Perspective

Work Time: 5 hours

For this week in my 2D class. I researched first second and third perspective drawing. We are assigned to draw a third perspective composition based on buildings photographed at a very low or high perspective. This camera placement shows the effect of the skyscraper tapering off to a distance point above in the sky.


Blocking out the three perspective points on the reference image.


Final render.