Monday, 14 March 2016

Aaron Cunliffe: Individual Contribution S/F

Thus far in the group project I have been primarily concerned with developing Mood boards and rough, preliminary concepts, for general assets as well as the assets for my individually assigned point of interest within the level.Other group members have been responsible for current in-engine work as well as the final concepts for the entire level. With so many group members it is sometimes difficult to manage who can do what during the fist few weeks. with that stage out of the way now and the asset creation just arriving, organisation has improved and I am currently working on assets for the levels first point of interest.

Wednesday, 9 March 2016

Week 4 - Collective Post

Progress on the Great Tree for Oberon's Grove. Concepted and worked into in ZBrush. ~DJ





Base models of the assets for Oberon's Grove. ~DJ





Rough Sketch detailing the path leading out of Titania's Grove and check point. ~Bear









Some concepts from the first area ~Angelos









Did some changes on the walls of the previous concepts in order make the greek elements more clear~Angelos



Paintover of the first area after the player has walked down the stairs.I will still populate it with more flowers and mushrooms.The path after crossing the bridge will be full of purple-pink colours.May use the post procces volume to change the scene colour.~Angelos




Character Progression - Sheridan Casey

Further detailing on concepts for Titania, and basic concepts for Oberon. Titania's basic model has been worked on further (although my fault for lack of screenshot), making her less lengthy, with smaller legs, hips and skull.






References ~ Bear

I spent some time in Wales and managed to route through some of my photo packs I keep when I'm out hiking as well as take a few more images to suit.
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Though we are going for a semi-stylised level, looking through the environment art for Brave, The Princess and the Frog, The Croods and Tangled gives a good sense of the direction art wise, especially with the colour and mood [colour swatches to follow]. The Croods gives a good example of multi visual levels with low hanging trees that can both be walked upon, ducked underneath and jumped over.
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~Bear

Saturday, 5 March 2016

Basic Tree Concepts ~ Bear

It's been a bit of a struggle getting ideas down onto paper, there is a lot going on [both old and new] away from the course that is making the ideation process far more convoluted than it should be for such a simple task, so I spent some time looking at an uncomplicated process some Disney artists gain the simple but effective shapes for the trees, using basic shapes to gain the overall impression of the canopies with simple, non complex structures for trunk and branch.

These are quite stylised, however they form a standard base to pull from for modelling.





Friday, 4 March 2016

Week 3 - Collective Post

Engine File - further work Night time light system working This week has seen more work spent on the engine file with specific attention paid to the lighting and creating a good night time effect. Some of the 3D trees created last week have been used also to replace the plain place holders~Angelos
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Rough Paint overs Some generally very rough paint overs. I [Bear] have not been too well lately so this pipeline paint overs and generally concepting has taking a back seat.
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Relook paint over of Titania's sleep area entrance gate
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Smaller asset and stylised tree concepting
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Character Concepts and base model creation Starting on Titania with basic concepts and the base stylised model in Zbrush.
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Tuesday, 1 March 2016

Week 2 - Collective Post

Preliminary Concepts Some basic preliminary concepts on some of the key areas of the game journey.   Colours:Angelos    Values:Sheridan
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Asset 3D Concepts Some time has been spend on creating further 3D concepts and having a look at one of the tree-bridges that will be contained within the level, as well as ideation on some grove content.
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Map Block Out This is where we are in terms of the map block out - all "models" are place holders in lieu of having any trees/rocks/assets to use currently. It's matching quite well with the original map design and is currently taken approximately 2 and a half minutes to run through.~Angelos
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Map Overview We settled on these key areas from start to finish, including the hidden route that opens upon reaching Oberon's grove. From here we can mould and edit the game level to suit. ~Bear
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