Anti-Drone Gun Modeling #2

UPDATE 4-21-17: I finished the model around August last year, but never got around to posting it. Here she is!

We now resume the blog post.

cyberpunkAntiDroneGun_USCF_small

I’ve made significant progress on the anti-drone gun model. Today I got all the texture work done for the stock of the gun- diffuse, occlusion, normal, height, and specularity. A few years ago I used Crazybump to build maps, but since then I’ve found cheaper and better software like xNormal and MindTex. xNormal is free, but from my experience the maps produced by MindTex are higher quality than those produced by xNormal. I brought the finished model of the gun stock and the maps into Marmoset for rendering.

antidronegun7

I’m delighted that the stock turned out so well. I might go back and change the orange and yellow lights on the stock however. In contrast to the rest of the model, they look flat and cartoonish. By adding a subtle gradient to the edges of the lights, I think I’ll be able to make it mesh better with its surroundings.  I’ll count this as a small victory, but I still have a lot of work ahead of me. In addition to making these changes, I have to finish tweaking the geometry of the gun’s body and texturing the rest of the model. I’ll see if I can finish this within two weeks.

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Better Tools, Better Art

Great news!

I am now the proud owner of an Intuos tablet! No more Bamboo Craft or buggy driver issues for me (hopefully)! With the Intuos drawing curved lines is much smoother, which I love. I’m also enjoying the heightened pressure sensitivity, because it was lacking in the Bamboo Craft. Now I can spend less time fixing grainy lines and more time on other parts of the drawing process. Lesson learned: when you have better tools, you produce better art.

mikoWIP

Now that I have new hardware, here is what I’ve been working on- she’s a type of Japanese shrine maiden called a miko. I got the idea for her when I was sitting passenger on a trip through New Mexico. Not sure how I was inspired to draw a Japanese character when going through New Mexico, but whatever. Maybe it was something I ate. Eventually I’ll use this piece for a character icon in an upcoming card game project. I’ll update with a new post as soon as I’m done with drawing her. Until then, thanks for reading!

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Concept Art: The Power of the Polygonal Select Tool

Sometimes the lack of technology opens new ways of doing things, as I’ve experienced lately. Unfortunately, my Wacom tablet of five years decided to give up the ghost, and now I’m researching my next drawing hardware acquisition. At the rate I’ve been going though, I may not need a tablet for awhile, and it’s largely thanks to the polygonal select tool in Photoshop.

The polygonal select tool, coupled with the different shape tools in Photoshop, can be used to create decent concept art. Here is a piece I finished recently, called One Got In, that I built using no tablet work at all.

OneGotIn
While I did not use a tablet for this piece, I did use a sketch in ink and toned grey paper for my base. After transferring the sketch photo in Photoshop, I realized that the original didn’t quite adhere to the rule of thirds, so I expanded the width of the document and moved its epicenter, the speared heart, over towards the bottom right of the grid. It’s very important in concept art to make sure that your art maintains the rule of thirds, otherwise you end up with a piece that’s sterile in composition.

ogiSketch

For a quick refresher, the rule of thirds is a compositional standard that successful artists use to determine the layout of their art. If you want to know if a piece fits the rule of thirds, divide the art of your choice into even thirds, like below. Ideally, you want the focus of your piece to fall on one of the four intersections, displayed by the orange dots. Do not put the focus of your piece in the center of the thirds, as it will create a bullseye effect.

ruleofthirds

Moving on from there, I blocked out the basic shapes from the sketch using Photoshop’s shape tools and of course, the glorious polygonal selection tool. The polygonal selection tool, if you provide enough points, allows you to make irregular shapes that you can’t make with the generic shape tools. For instance, I built the heart and spear using the polygonal selection tool and the paint bucket tool.

OneGotIn copy

In addition to making delicate shapes, the polygonal selection tool is great for getting clean, straight lines for perspective. I used this tool to make sure the sides of the pillars were in correct perspective, and that the shape of the cast light was correct. I was unsatisfied with the mood that the lighting created at this point, so I changed the location of the main light source to create a haunting atmosphere.

Progress2

There are a few catches you need to be aware of when working with the polygonal selection tool. Unless you’ve set the feathering option of the polygonal selection tool to an amount greater than 0px, you will have some very harsh lines, sometimes jagged. Make sure you have feather set to 1px, or use the Gaussian blur filter at low settings to keep your edges from looking rough. Also, be sure you are working on an empty layer when you are making shapes with the polygonal selection tool, or else you might override previous artwork. Here’s the finished piece again.

OneGotIn

Despite these minor inconveniences, I remain impressed by the power of such a simple tool. I’ve decided to use it to develop future pieces, like the new concept I’m working on, The Silence That Follows. If you have any questions regarding my techniques or want to learn more (or send me a useful tip!), please send me a message or comment below. I am more than happy to help other artists along their journey. Thanks again for reading!

TSTFprogress1

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Dissolver Concept

I was digging through folders on my computer and stumbled upon an old concept I had started but never finished. Called the Dissolver, it sweeps its prey up using its tentacles and constricts them, like a python. Using these same tentacles, it slowly eases its victim into it’s highly acidic digestive tract. The Dissolver is a stationary being, and any waste left over from its meals is transferred from it’s digestive track to its veiny roots, which fertilize the ground.

Dissolver ConceptPost commandeered by the US Claire Force

More Swords in Progress

Once I’m done with these last two swords, I think I’ll work on some vehicle and environment concepts for awhile. I love designing weapons, but I need to expand my repertoire.

swords WIP

In other news, I purchased Marmoset Hexels. It’s an inexpensive little program useful for making tiling textures and pixel art. Is it good for designing realistic textures? Not really, but if you want make sharp-looking stylized textures or create seamless patterns for textiles or print, it’s a great tool.

I’ll post again once I finish the remaining two sword concepts.

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Frost Sword Concept Art

Here’s the second concept in the new rendering style I’ve been working in. This one actually took longer than the previous “evil” sword concept I generated two days ago, despite it being conceptually less intricate. I wanted to achieve a better sense of texture with this frost sword concept, and I like how the hilt ornamentation looks like frosted ice or glass.

Frost Sword

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UI Design & Weapons Concept

I’m going to keep this post short and sweet, because I’m applying for jobs and have a lot coming up in the next post. I finished the weapons concept I’ve been working on, as well as a UI page for the fictional game Dragoon Chronicles.

ClaireLewoczko_DragoonChroniclesUI_2

claire_weapons

I’ve included a time lapse of my work flow for the electric sword, for your viewing pleasure.

weaponTimeLapse

Later in the week I’ll post about the new game that I’m going to develop in Game Maker, either for PC or mobile devices. Until then, stay tuned, and thanks for reading!

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Adventures in Portfolio Building & Learning

Hello my readers! I hope everyone’s doing well in their game development quests!

In my most recent adventures, I’ve attended several portfolio reviews and received valuable feedback. Of my current three portfolios, game design, concept art, and user interface design, I’ve learned that my game design portfolio is the strongest. Huzzah! However, I do need to beef up my skills in concept art and user interface design, so to do this I’ve started doing more work in those areas.

Currently I’m working on weapon concepts for an urbanpunk setting, either for a game or comic. Pictured left from right I have a drill axe, an electric sword, and a katar. The electric sword I’m most proud of, and if I were ever to face a horde of zombies, it’d be my go-to weapon of the three.

lewoczko_weapons Rough

Progress after importing the image to Photoshop. I’m a little odd in that I like to work right to left. I’m finished with the katar, but I’m still working on the electric sword and haven’t even started yet on the axe.

claire_weaponsWIP1

In addition to building up my concept art repertoire, I’ve been working on my user interface portfolio. Currently I primarily do just the art and design side of user interfaces, but I’m learning how to code and implement them using Scaleform. I love working in Unreal Development Kit (I find the node based system for materials to be extremely useful), and learning Scaleform will greatly increase my capabilities in the engine.

The menu below is a main menu screen for a fictional game called Dragoon Chronicles. I wanted to create a menu for a game with a dark fantasy setting, like Infinity Blade or Diablo. Currently I only have a static image, but I plan on importing individual buttons and states into Scaleform and see what all I can do with them.

ClaireLewoczko_DragoonChroniclesUI_1

It’s a bit daunting, having to learn software and languages, especially when it seems like a new one emerges every several months. It’s getting better though; I’m realizing that with both engines and programming, many concepts remain the same, despite the addition of new features and versions. In a way it keeps development from getting stale, as there’s always something new to be learned.

A couple of months ago Vinton Cerf, one of the founders of the Internet, came to give a presentation at my college. After his presentation, he allowed students to come up, shake his hand, and ask him questions. I was a bit shy, and introduced myself as “just a student”. I will never forget his reply, in which he told me

  “You are never just a student. A student is one of the most important things you can be. You should never stop being a student. You should always be learning.”

Even when formal education ends, it’s always important to be learning: learning from experiences, learning from other people, learning new ways to do things. From my experience, I’ve seen that the happiest people are those who continue to learn and grow. Those who refuse to open to new ideas become stagnant and depressed.

It makes me incredibly happy to know that I am in a field that is constantly evolving. It’s been a journey so far and as far as I can see, adventure stretches into the horizon. I have a lot to learn, but I am excited about all the discoveries that lie ahead. Stay passionate comrades, and always be willing to learn.

Until next time, US Claire Force signing out.

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