Thursday, 15 December 2011

Character Design

Elliot Walby's Drawing For Games


Before I begin, please note that you can click on any image here and it will bring up a larger version, with a tab along the bottom for looking through the images, if you want to stop viewing the images, click anywhere on the webpage.




I began character design by attempting to create silhouettes... (shown below) 













This was my first attempt at silhouette design ever and I'm not too happy with the results. I am keen to continue developing skills into this area of design though as it may prove useful in creating quick ideas for character generation. I believe the general idea behind this concept art is to be able to think of many different shapes and styles that can fit together well and to be able to put them together in a well thought out arrangement.

I attempted to create a character here but, knowing the bare minimum about character design I quickly sketched out a model, 7 and a half heads high, using the ruler tool in Photoshop I set the height of the head to 1cm and created lines all down the page in those increments.
Once I had the heights set I began drawing... The design took me a few minutes and once again didn't turn out as I'd really like, so I thought I should have a look into character design a little further. I searched www.deviantart.com for decent sketches of noses, eyes, hands and character poses.

Eventually I found some good looking concept images defining the above and I began to sketch them over and over. I took to a hand pose quite quickly and so I kept it, the nose I still have to figure out, it seems a little easier to shade the nose than to line art it for me. and the only poses I found were of a woman crouching, so I briefly sketched that out attempting to make it more masculine.
Below are a few of the sketches I created during my character development.
And here are some of the useful images I that I shall continue to use while learning to draw.

Digital Texturing


Create a library of designs that reflect both human body parts and urban environment to reinforce the use of drawing for game design and its relation with 3d modeling.

The first texture I am going to create for this module will be grass as it's vastly featured on my landscape idea.
I began with a 512x512px canvas in Adobe Photoshop CS5,  my original idea of creating grass was to use 2 or more planes with an alpha mapped texture so that you could see each strand of grass while not doing too much damage to performance, in fact this is the best method used for performance, although with the advancing of computers this is now deemed as low quality.

I instead found a tutorial on creating a single plane of grass that looks 3d and even reacts with shadows, much like a bump map. all I had to do was open up Photoshop, create a new document, paint the canvas in a dull white, filter blur gaussian blur, monochromatic with a high percentage and it was done, then all there was to do is the same thing but colouring the noise into a green grass style.

Once this was done I needed to use Vray and 3Ds Max to apply a displacement texture (using a Vray plugins) to a plane and render using Vray. Unfortunately I don't yet have Vray installed to test this method with, I will eventually complete this tutorial but for now I'll move on to my low quality method.

Once again I began with Photoshop, 512x512 canvas. I painted individual strands of grass, having them blend together at the bottom of the canvas, making them seem like a jumbled mess of "wacky waving inflatable arm flailing tube men" (Seth MacFarlane - Family Guy).

I then added shading by creating a new layer and turning the opacity down to about 20-30%, covering edges of the blades of grass with black (with low opacity it causes a shadow effect). I used the shading to help differentiate the blades of grass near the bottom of the canvas.

After this I merged the two layers and using the transform tool I pushed the sides of the grass image close together so create a squished set of grass, this made it look better as now the blades are thinner and seemingly more defined. I then cloned this image to create several more, flipping and resizing them to make them fit together without becoming too obvious that it's the same piece of grass placed together multiple times.
  
The grass still wasn't looking perfect so I grabbed the colour of the grass once again, using the ink tool (shortcut is i) and began to paint small areas and gaps between the images, covering up obvious repetitions and creating separation points in the grass. (Below is listed by order: Alpha Map, Diffuse Map, Finished Texture applied to 3D Space.)













After the grass I decided to continue with the foliage theme by creating a texture for leaves. I quickly drew outlines of a leaf shape and painted the basic colour of the leaves (green, with a medium opacity). Designing the leaves left me with a cartoon like texture, most “from scratch” created textures do, after colouring in the leaves I deleted the black lines, copied a leaf 3 more times and transformed them in an attempt to somewhat disguise the fact that they are all the same leaf. I deleted the white background and saved the image with an alpha layer.

After this I moved onto the rest of a tree and created a wood texture, I will have to redo this one with a photograph at a later date but for now here’s how I’ve done it.
512x512 canvas in Photoshop, choose two colours of brown, both quite dark, filter, noise, add noise, then add a motion blur and you should end up with a stretched noise texture. After that add white/black with a low opacity to create circles for the knots and twist the texture into a swirl using the liqufy tool.

After this I created a texture for rocks/ a rocky surface, following a very useful set of steps that we covered in our first year of Design for Games I created a bumpy, rock-like surface using simple tools.
I painted the background a dull gray, rendered clouds, added noise, then created an alpha channel and rendered difference clouds and added another noise map, then rendered difference clouds once more. After that all I had to do was add lighting, for this one I added a spotlight for testing.



Next up was wood, I'm not extremely keen on this method but it's what we were taught, the only method we were taught of creating wood in Design for games. So I painted a canvas brown, used filter, render, fibers, filter, blur, motion blur and stretched the fibers so they looked more like streaks. 
After that I used the liquify tool to bend parts of the image to create knots within the wood texture, below is the finished texture.



The next texture in my environment list is Metal. I wanted the enormous tower depicted in my pencil drawings to have a metal structure so I created a new canvas in Photoshop, 512x512px again. This is a very quick tutorial that I learned from the 1st year of Design for Games (Plymouth College of Arts), I painted the canvas black, added 50% noise (filter > noise > add noise) and then added a motion blur until the noise looked like scratches. Once the scratches were in I use some custom made Photoshop brushes (gwip grunge set, found on deviantart.com) and paint lightly across the texture so far. At this point I think this texture is ready to bump. (below is the resulting texture)




After this I decided to create and test a texture using metal and wood thinking of what I could use this on I thought it would be useful to create a shield for a character yet to be created.

I began in 3ds max where I quickly mocked up a shield with very low polys (17 or less) I rendered a UVW map and took it into photoshop for editing. I then grabbed a photograph of concrete, turned the opacity down on the UVW map layer to about 40% so I could still see the lines, then I painted the edges of the shield in a light gray and repeated the above method to create a brushed steel style texture. To do the wood I selected all the inner parts of the shield and followed the above texture design. The key here was to gently erase some parts of the texture so that the concrete would begin to show, then paint with a low opacity over the top of the erased parts, this created a rust-like look.



Environmental Sketches Continued


I've spent a little time thinking about my environments and what will be in them. I thought of a desert as I would like a nice sunny desert scene, but there's not a large amount to draw in a desert, so I thought of doing a mountain scene instead.

Below is a sketch I created when I was busy creating sandy dunes... instead I made a small shaded area to the left (I was testing shading for sand there) and multiple drawings of a tower idea I thought of. I wanted to incorporate a tower into the landscape design, which I planned to use for the cityscape design later on, visualising a village or barracks within the tower itself.


This drawing is my very first quick sketch of concept art, I was thinking of doing a view of the tower close up, at the base of it so I could show more in depth what the tower's about. I eventually thought this sketch up may be a good idea, but I went on to try something else for now.


This is the final depiction of my tower surrounded by its mountain terrain.
I attempted to simulate natural lighting by shading only in one direction, but it seems I went off line a bit. In the beginning of the drawing I didn't even have the tiles nearly pointing to the vanishing point so at least I've come this far.

The parts connecting the standing features on this balcony is glass, which is why I have left it very paper-white with slight outlines, I shaded one of the glass panels as I thought the lighting would fit, covering the glass from hitting the stand.

The mountains could definitely use a lot more detail but at this point I'm not sure how to detail them further.
I created this sketch with only a couple of references, a small selection of images to look at I made a huge mistake in the way that I shaded the picture. I believe it would have looked much better using the white background of the paper to show the effect of snow on a mountain rather than using dark shading to depict shadows.




This sketch has a way to go yet, I have added a couple of trees, the tower in a location I liked and the waterfall/cliff face.





This next image is an idea I want to follow up on in photoshop, it shows a few tents and campfires which are situated quite a way from the tower, but there will be hundreds of them leading all the way up to the base of it, I thought this idea would work as a "cityscape" for my themes as it continues with the tower but shows a more in depth look into what's going on with the tower.






Wednesday, 14 December 2011

Environmental Sketches


I have decided to design a scene with a large range of mountains and maybe a stream so I searched the internet to find a few nice images. I have found a photograph of the Himalayan mountains, a pencil drawing (which is what I will be doing) of mountains, with a reflection from the water, a 3-stage creation of a shack within Crysis which was an immensely graphically enhanced game for its time (games 5 years on are only just reaching this point), and concept art with a screen capture in game from Skyrim (released less that 2 weeks ago)
A screen capture of the Mountains with all the other graphical effects used in the popular video game “The elder scrolls V: Skyrim”. 

My aim here is to attempt a realistic style drawing of a mountain range, perhaps with a stream.  After spending a while looking for the style I wanted to use for the architecture in the drawing I came up with a smooth, sharp, somewhat like the architecture used within the lord of the rings (shown below, concepts of Isengard). I originally thought this picture to be shaded in a desert landscape but this led to me creating a more mountain-like image and so I ran with mountains, I researched them and attempted to shade them figuring I would be more skilled at mountains at this time.


Ideas of the art style:

The Lord of the Rings (Left: The tower of Isengard, Right: Minas Tirith)

Here is a picture of  mountains, pencil drawn (not by me), for use as an example of shading styles for mountains.

Stages for the Game graphically advanced game Crysis from photographing a scene, concept art creation to actual 3D rendering. (In that order from bottom-left, bottom-right, top).


and then there's the amazing concept art for The Elder Scrolls V: Skyrim

These are the images I have used to learn from and inspire my process.