Saturday, 28 February 2015

Current project: Jaw Breaker

Jaw Breaker is a platform race game being produced as part of my course by myself and a team mixed from three other courses. Three classmates and I are producing the art work for the game, which will be candy themed.
So far I have concepts for some platforms that will be candy themed and have different effects, for example, the biscuits will break, some will move, jelly platforms will be bouncy, and so on.



This project should be fun! It'll make a nice change from a darker theme and more strict style of my other project running alongside; the steam punk/Borderlands 2 Alice in Wonderland scene. I'll keep updating with my progress :)

Wednesday, 25 February 2015

Traditional Art Dump

I found old photos of my art! The album is up HERE.
Also a piece based on a project about secrets, inspired by www.postsecret.com
I collected anonymous secrets online via www.formspring.me and spread the word to have secrets sent in. I used these secrets to create paintings and this is the final piece. I love the painting but I wish I had taken a photo of it without the text to better represent myself.

The other project for that year (A level Art - 2012-2013), inspired by Chuck Close, photo of myself winning an award of excellence for these projects.

Monday, 23 February 2015

LIVE website

My website is now live! It is an online portfolio with an up-to-date resume. Please give it a visit!
www.louisejenna94.wix.com/louisemayart
I will update the domain now soon to be LouiseMayArt.co.uk

Sunday, 22 February 2015

Off The Map: Alice in Wonderland

GameCity: Off the Map set up annual art projects, this years theme is Alice in Wonderland : Underground, Gardens, or Oxford.
I have a team of four people in total and our game level is going to be a frozen in time tea party scene with a steampunk subtheme in the art style of Borderlands 2. It sounds complicated but hopefully we will pull it off well! I'm confident as the other artists are amazing. When the project is finished I will post our work and links to the other blogs too.
For more information on the competition go here: http://gamecity.org/alices-adventures-off-the-map/

Currently I am designing tea pots and tea cups in a steampunk style. I can't wait to build these!

Thursday, 22 January 2015

Low Poly Stylized Submarine


 My low poly submarine! I took inspiration from Jak and Daxter, World of Warcraft and Ratchet and Clank mostly.





The brief I chose to undertake was for a game ready "underwater exploration vehicle". I took the time to research how submarines work and what mechanics are involved and what I would need to include for my vehicle to realistically work. Although the art style is low poly and stylized, meaning the game is most likely not going to be realistic, I wanted to ensure the vehicle would work.
I looked at the HOV Alvin, http://www.whoi.edu/main/hov-alvin/. I learned about different types of submersible vehicles and all sorts of requirements for it to work to make this project.
Eventually my concept and research came to this point, a final concept with topology planning:

Before building the vehicle I did intend to do the metal work in the style of World of Warcraft, in particular in the style of Fanny Vergne, possibly my favourite inspiring game artist. I practiced the metal in this way to ensure I could pull it off, however decided against it later on. I intend to, at some point when my projects in uni are less intense, take the model in to Z-brush and build it in a World of Warcraft style. 
The diffuse map is: 

I tried to paint a similar style to that of WoW but in 2d. There is also an emmission map, for the glowing headlights and side lights, and an alpha map for the front window.
I am happy with how the submarine turned out, however I am aware I need to improve on texturing, I should have added a normal map.
I also think the model would have benefited from using more polys. I built in mostly in the style of older games on the PS2 so used as few polys as I saw fit, however, now that technology has advanced and even if building in the style of low-poly I should take advantage of that. For example, beveling the edges would give a much smoother edge and improve the overall look and feel of the model.
I would have loved to teach myself animation to make the vehicle run! The thruster could spin and the arms wave around as it was steering through the water. I learned the basics of setting up a rig and key frames, however I didn't animate in time for the deadline. In the summer I intend to look at this further.
I also absolutely need to improve on lighting and composition for renders. I used Vray in 3DS max, and set up a gradient spherical background to give the (bad) illusion of deep sea. I tried to take renders in UE4 and Marmoset, however because I had built the vehicle as one object with translucency on the glass I was unable to get the same look in other programs. In UE4, either the whole submarine had to be translucent or transparent or opaque. I was unable to seperate the glass from the rest of the vehicle to get it to appear the way I intended. I settled for Vray which I had not used before and struggled to compose the renders well.
I will improve though!




As always I really appreciate any feedback! I'd love to see what others think of my models and how I can improve.