Friday, May 12, 2017

Capstone Part 29: Color and Finish




Continuing on from last week, I worked on finishing the loading screen image.  I chose the 4th concept because I felt like it had the best perspective and blocking, so I made 3 different color concepts based on it.  And although I decided on a very barren tone to it, I still mixed up the colors for the sake of variety.
The first is based on a this place at sunset, what photographers call Golden hour.  It's the period where colors are usually at their most saturated and shadows are at their most defined.
The second is a much more snowy and cold environment, with heats of snow and black smoke stacks.
The third is more green and peaceful than the others, almost like nature has reclaimed the land.
The final is picture below.  i went for a cold environment, but made the sky clearer.




Capstone Part 28: Envrionment

Although i wish we had tackled this way earlier, I'm finally working on environment concepts.  My task is to paint an image for the loading screen, just to give the players something to look at while they wait.  Below are my initial sketches for this environment.  I went for a barren, post-industrial landscape.  Like a volcanic region that was turned into a factory.  Blow those are value studies for my 4 favorite thumbnails.




Capstone Part 27: Turn Arounds

I've finished the turn around for the third tank, which was easier in some ways and harder than others compared to past turn arounds.  I didn't have to do a top angle since the thumbnail is in perspective, but the design also features a lot of curves.  Finished curved lines are difficult because they rely on you drawing from you elbow or shoulder rather than your wrist, which is hard if you're not used to it.  Normally, I can't draw finished lines, but this turn-around helped in overcoming that.


Capstone Part 26: Third Tank Concepts

We decided to add a third tank to the game.  Since we cannot customize our tanks, we have to make a third tank to match a third weapon.  In this case, it has to match the flamethrower.  I tried a new method of concepting for this round of tanks, which is down from an aerial view with perspective.  I also tried going into a more "hovering" direction for some of these.


Capstone Part 25: Menu Ideas

I worked on menu concepts for the main menu, and to a greater extent, the look of the UI for the entire game.  This first concept was inspired by WWII battle plans, like the player was looking down at them as a general.  Where you actually select the map and game mode is just a translucent black box, which seems more professional to me.


The second concept is based on a as if you were looking at the side of the tank.  it has picture taped to the side and crossed out tanks painted on.


The final concept, and the one that was chosen, is simply a image with a black box on the side.  It's simple, but you want it be simple.  A menu that is gaudy will distract from the rest of the game.



Tuesday, March 14, 2017

Capstone Part 24: The HUD

This week, I've worked on the HUD for Tanks.  Below is pictured the progression from thumbnail to final HUD.  Step 2 is a base render, a directional light is chosen and shadows are painted in with a soft brush.  Shadows occur where the angle is parallel to the form; and because the material of the HUD is matte and not glossy, the contrast is lower.
In the next steps, I used textured brushes to achieve a more realistic surface.  After that, I added color along with rust and few splotches of blue to bring in more different colors.



Monday, March 6, 2017

Capstone 23: Environment Explorations

Below are the images I worked on in the past week.  The first is a series of flame throwers I concepted.  My personal favorite is #8 because of the images painted on the side.  It's evocative of old WWII missiles and planes that would have sharks painted to give them a certain personality.  Also painted on the side are images of crossed out tanks, which serves as a kill-count for the pilot. 
Next are some environmental studies, that explore the kind of colors that would be in a tundra.  If it's not clear, the reddish ground is supposed be a kind of flowering plant that covers the plains.  Along with plants are various abandoned buildings.  These include an enormous tower for docking airship, a research station, and old rusted factory.  Below the colored image is more sci-fi approach to this environment, where a techo-shepard watches over a mechanical flock.