Design brief 5: dumpster normal map

[pic unavailable at the moment]

For my dumpster I wanted to give it an aged and weathered look, as if it had been through a lot of wear and tear. I used a variety of photoshop brushes with differing opacity and flow levels. When I think of a dumpster, I think of it as dirty and rusty and old. I also think a lot of Silent Hill when it comes to such objects.

Assignment 3: hand painted shield

Inspiration pic: Shield_timepiece

I like things that are mystic and shiny so I decided to make a shield with swirly shapes. I like to make my own shapes rather than use pre-made brushes because I am an avid digital painter. I wanted it to look like it came from outer space. I liked the glowy blue areas in the shield I used for reference, so I tried to incorporate that into my shield’s colors.

filarm shield render filarm shield render 2

I used a lot of different brushes, the gradients, and the blur and sharpen filters. I also enjoy making use of the color adjustment tools — curves, levels, color adjustment, gradient map, etc etc. The different layer blending modes and layer clipping are also extremely useful as they enable you to do a lot of different things with the colors.

Case study 4: textures

My wood texture was paint-based, and I used a lot of layer blending techniques as well as blur and sharpen.

For the metal, I scribbled and blended in paint, sharpened, and used the oil paint tool. Then I created a new layer with “clouds”, changed the blending layer, and got a shiny metal looking texture. It looks like a smoky metal design that could be used as a metal tray of some kind.

 

metal wood

Case study 3 – obligatory title mentioning blizzard

Question#1:  What was the most impressive or suprising thing you saw in their design process and why?

I thought the most impressive thing was the cutscenes– in particular, the part with all the creature dudes (I don’t know anything about Diablo sorry) walking in a vast plain with a huge erupting volcano around it. I was also impressed by the character animations, like the way the fat on their body moved, and the way their mouth moved, and just how well-done it looked fully rendered.

Question#2:  As an artist, what would be something that you can take from this video and add it to your design process and why ?
They take a lot of “reference from real life”. It is very important to get inspiration from other sources, otherwise, your creations will be boring and uninspired.

Question#3:  What was something that you didn’t understand or don’t think would help you in your ways as an artist and why?  Make an example.
I don’t understand how they create that stuff, it all looks overly complicated and it blows my mind that someone could create something like that. It’s amazing and I wonder if I could ever be on their level. I wish I could watch over the shoulder of the people who do this stuff for al iving and watch the process start to finish.

Case Study 2: References

Artist: Masahiro Ito

Their blog URL: http://www.geocities.jp/nobu_hill/index.html or http://8226.teacup.com/hill_nobu/bbs

Company(ies) worked for: KONAMI

Games Worked on: The original Silent Hill games (the ones by Team Silent)

Role for said Games: Art director, creature designer, background designer, etc etc

Images of some of their texture work


Question#1: What about their style is exciting or inspirational to you?

I love the grungy dirty creepy look to all of his work. Silent Hill had some very unique art and I feel like it captures the horror genre perfectly.

Question#2: What did you take away from this person that you can use to help yourself?  Was it a texturing technique, a piece of advice, or something from their art style?

I always admired the rusty look so in some of my artworks I have attempted to emulate the look of the textures he uses in his work. (Like using fringe+multiply in SAI to get a rusty dirty look.)

Is this a case study: Expectations

I am hoping to learn more about the programs we use in the videogame industry and find out some new things about Photoshop as well. I’m assuming we will be using 3DS Max and maybe some other programs too.

I would like to learn how to texture more easily, considering it was pretty difficult to do in 3d modeling class. We did not go over it much and when we did, I always fell behind and got frustrated. But  I’m optimistic for this class and I think things will go well.

Last but not least, i’m hoping that someone can help me figure out how to get 3DS max on my computer again, I downloaded the wrong version and now I’m stuck with the 30 day trial version and it ran out a long time ago…