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Showing posts from March, 2019

Week 9- Low poly

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Modelling really began this week, and I finally have a base to start sculpting with. I split the user into her legs, feet, arms, body and head. I then changed her base geometry in 3DS Max, and then imported these all back into Mudbox. Along with all the meshes that were made in 3DS Max, such as the trouser buckles and hair. And began to sculpt the details.

Week 8- Brochure Image

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Whilst going through this project, I have also had expo tees in mind. For this I had to create a brochure image. This deadline forced to me to finish my posed concept! (Brochure Image) This also helped my design my final render. The smoke, stand fire and "menacing" symbols would have to be particle effects, or added in afterward. This forced me to really consider how I was going to render my project. I decided that a video turn around perhaps wasn't the best idea, and that a render in Unreal, would be better. This would give me the opportunity to create effects, that weren't going to be added in a video editor, and in the long term would help me develop my in engine skills. I also began to work on the actual model it's self, changing the proportions of the human base mesh in mudbox.

Week 7- Review

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This was the week for our progress reviews. This intermittent deadline acted as a bit of a push for me to get as much work done as I could. I finished my full colour turn around of my stand user and stand I also created a 3D scultping test, using the head base mesh from mudbox. Unfortunatley, she's currently looking a bit more cartoon than Araki style anime.

Week 6- The Stand User

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I had a pretty clear design in mind for my stand user, based off of the initial style practice I had done. At the time of designing her, I felt it was also important to keep her pose in mind. Poses are a key feature in JJBA. Main characters each have a unique pose, amplifying their character. I created some thumbnails of possible poses. I wanted my character to be strong, sassy and sarcastic. With strength being her main attribute.  I even created 3D pose tests, to see how well they would translate to 3D. I asked for feedback from my peers, and they all chose the top right. Whilst this pose isn't as dynamic as the others, this meant I would have to exaggerate her proportions more, and give her a less anatomically correct bend in her knees and feet.  I felt her outfit required a lot of thought, as Araki is heavily fashion inspired. I choose to go with the Visual Kei style, as this was Japan's response to the 80's goth movement, of which I has chose t

Week 6- So many thumbnails

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I broke the stand down into separate components, the head, legs, clothes, and torso. I initially wanted to go with a bird like figure, with avian legs. I briefly designed some clothing, but decided this wasn't quite the look I wanted to achieve, as it looked more human like than robotic, like a stand. I started with the head, as I felt this was the most important element, mainly giving the stand it's identity. I chose to go with the feminine, nurse like look. I felt the mix of a nurse, and plague doctor captured "The Cure", but I also feel there's a lack of female coded stands, and it has an almost ambiguous androgynous look to it, as it isn't overtly feminine. I then drew a range of torsos. I felt this part of the design was more about trying to create something that is consistently "stand-like".  I asked people for feedback on which design to chose, and surprisingly most of those I asked said bottom left. The design I felt was