Thursday, 25 April 2013

Evaluation for the Wings Of Morpheus Assignment.

EVALUATION

The Wings Of Morpheus assignment was based around creating two pieces of work one raster and one vector; the raster image was created in Photoshop and the vector one was created in Illustrator. You are to choose one of the three characters that you are given for this assignment and create the artwork based on the description of the character that you have chosen.

I chose to create Dr. Nicholas Phobetor. He was once a friend and a colleague to Henry Drayton senior they ended up having different opinions on the ethics of their work. He comes from a military background and dreams of a future world dominated by Neusteamborgs (flying mechanical soldiers powered by smashed particle engines)

I researched ideas on Google for steampunk hats, arms and clothing. Steampunk is the genre of this assignment.

My strengths in this assignment is that the project was based around Photoshop and Illustrator with I have worked with it in the past. During the course of this assignment I feel that my skills have increased for using these two software’s and this has helped me come up with a good design for my character.  

My weakness during this assignment was that finding I had positioned my character in a difficult stance to work with.

Thursday, 11 April 2013

Task 3 - Graphic Types

Pixel art

Pixel art is a form of Digital art; this particular art is established through raster graphic software. These graphics are developed at the pixel level; therefore they are fairly low in resolution and tend to be the level of graphics in most low end computers.
 

Within video games, pixels were used in are at the beginning  stages of development for the game, during both the arcade age and even during the early stages of the console age.

Pixels are made up of lots of small coloured squares, when put together they begin to form an image or texture. While pixels are fairly low quality by today's standards, they are still used in popular games today, such as Minecraft. Minecraft is based on pixels because you place blocks which in time will make a picture or become a building

Modern pixel art has been seen as a reaction to the 3D graphics industry by amateur game/graphic hobbyists. Many retro enthusiasts often choose to mimic the style of the past. Some view the pixel art revival as restoring the golden age of second and third generation consoles, where it is argued graphics were more aesthetically pleasing. Pixel art still remains popular and has been used in social networking virtual worlds such as Citypixel and Habbo, as well as among hand-held devices such as the Nintendo DS and Cellphones
Concept Art

Concept art is used to explore different concepts when it comes to characters, environments, weapons, vehicles, etc..


Concept art is done in a wide range of media, from common pencil to paper to computer art. The method is entirely up to the designer and often has some regard to the stylisation of the game,



Concepts will often go through several different variations before a final piece is selected. As concepts can evolve over time it is not unusual for an accepted concept to be changed right at the end of a project.













Texture Art
Texture art is used to texturize character models, environments, objects, etc. within a video game. Texture art is usually in a 2D form and in rare cases 3D, it can then be overlaid onto a polygon mesh in order to create a realistic 3D model.





Take this cracked surface for example. A real 3-D cracked surface might feel rough or smooth, and definitely feels hard when touched. A painter depicting this would create the illusions of these qualities through use of color, line, shape, etc.







 Background graphics

Background graphics include the enviroment in general, Sky's, urban landscapes, wastelands, etc.. It is down to the background designers to create an immersive world.


Background graphics also consist of menus or user interfaces. It is important to keep these interfaces interesting, as these menus give the player an overall impression of the game as a whole.



Print Media Art
When it comes to advertising a game, print media art is very important, with the right use of this, even a terrible game can look good to a consumer.







in the case of ''Naruto ultimate ninja stom 3'' a game which i personally felt was a bad game, dont get me wrong th artwork was great but it gave a false impression of the quality in my eyes.







Print media art consists of packaging, posters, artwork, any piece of imagery used to promote the game. In the case of "Dead Island" a game which I personally felt was incredible, the artwork used to depict the game was fantastic and in my eyes, gave a great impression of the quality of the game.

In the cases of Special editions, there is usually a boost in quality when it comes to the packaging, with new artwork, steel cases or even extra packaging usually in the form of a chest or box and of course, there are posters to demonstrate all this.






Monday, 8 April 2013

Task 2





These screen shots are from the illustrator side of the wings of morpheus project. To do these i used the following tools:
  • pen tool
  • warp tool
  • bucket tool 
  • point converter
  • add/remove point tool



























These screen shots are from the Photoshop side of the wings of Morpheus project. I used the warp tool to make the Jacket fit to the shape of my body. I got the images from Google Images.












Thursday, 14 March 2013

report- task 2

Photorealism
Photorealism was originated in USA in the 1960's by a style of painting, printing and sculpting this involves the precise reproduction of a photograph on using cameras and photographs to gather visual information and then from this creating a painting that appears to be photographic. Photorealist painting cannot exist without the photograph. In Photorealism, change and movement must be frozen in time which must then be accurately represented by the artist. Photorealists gather their imagery and information with the camera and photograph. Once the photograph is developed (usually onto a photographic slide) the artist will steadily transferred the image from the photographic slide onto canvases. http://www.answers.com/topic/photorealism-3
This is a cinematic from the game assassin’s creed black flag on Xbox 360 and PS3 and the cinematic from heavy rain ps3.
                                                
 


Cel shading

Cel shading often misspelled as cell shading is a type of non-photorealistic rendering and an illumination model designed to make computer graphics appear to be hand-drawn. However, just because an image maintains this appearance or has a sharp outline, this does not necessarily mean it has been cel-shaded. The difference lies in the methods of lighting which have been employed, using a limited number of colour shades depending on depth of view and calculating values for each individual pixel accordingly. In addition to computer graphics, it most commonly turns up in video games. However, the result of cel-shading has a very simplistic feel like that of hand-drawn animation. Cel-shading is used in games for example Naruto, Borderlands were cel-shading. http://en.wikipedia.org/wiki/Cel_shading


Cel-shading from naruto(Xbox 360, ps3) and lion king (created by Disney )





Abstraction

Abstraction is a process by which concepts are derived from the usage and classification of real concepts, first principles, or other methods. A concept that acts as a super-categorical noun for all subordinate concepts. Abstractions may be formed by reducing the information content of a concept or an observable phenomenon, typically to retain only information which is relevant for a particular purpose. For example, abstracting a leather soccer ball to the more general idea of a ball retains only the information on general ball attributes and behaviour, eliminating the other characteristics of that particular ball. The process of picking out common features of objects and procedures. http://en.wikipedia.org/wiki/Abstraction





Exaggeration
Several video games provoke childlike and playful experiences that involve exaggerated movements and expressions. Various exaggerated features such as character movements, expressions and actions, provide viewers and players a sense of amusement, opportunity and longing. These exaggerations reflect elements of expressionism, theatre acting and animation and are re adapted into the game culture. in my opinion if games are no exaggerated then the game would not be able to grab a persons attention, because if a game is about fighting, war and explosions and they are not a bit exaggerated people will think the game is boring because an explosion can be massive which can create excitement with the player also you immediately look at it to see what is happening. http://blog.ocad.ca/wordpress/digf6b08-fw2011-01/2012/02/121/?doing_wp_cron=1366886439
 


Bibliography for pictures:
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4-OSjIJ16sJpo9Gb71xTZAgxLBYf33FHzt56ceT7MoTNNGeMdqE08rnQSOeP3e-PRCgP0foWt_Jt9S0nKiqpHrf0uP0dk3SPjSsuTBsUC2bZzil8sS7oXDRStf3hWPBtUn8ujatYQ0pri/s320/abstract+mario.jpg

Wednesday, 6 March 2013

secondary research for steampunk work

primary research


I drew this in pencil to create my prosthetic arm for my character i later designed the same arm style but i drew it in fine liner. By drawing it in fine liner it was more easier to see when i scanned it into the computer the basic componets are mainly nuts, pipes, cogs and pivots.