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Showing posts from September, 2024

Toolkit 2D - Session 1, The Team

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 Toolkit 2D - The Team In toolkit for this year, we started by separating into groups to create a group of characters around one specific theme. My group consisted of me, Sasha, Damien, and Nathan. We all had an archetype for characters that we were going to design. Our theme was space and aliens, and my archetype was leader. Starting from the character pose, due to them being a ship commander and a leader, I made their pose authorative and commanding. I wanted to make them look like they were in charge, so I gave a captain-hat, and a cape for the same reason. In terms of the face, I made the captain look tired and fed up, like they have been a commander for long enough to be bored by most occurrences.

Building Alliances - The Studio, and legal documents

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 Building Alliances - The Studio The building alliances module is going to be a collaborative project. What this means is that we are going to be put into groups of 4/5, and given different roles to assign amongst ourselves. These include the art director, research lead, 3D lead and 2D lead. Groups with a fifth member could decide what they wanted them to do. For my group, the members are myself as the director, Lowenna as the research lead, Rosie as the 2D lead, Atticus as the 3D lead and Katie as the all-rounder. We decided early on that our roles are going to be quite loose, so that no one is waiting around to anything and we help each other throughout the creative pipeline. Jake Brooks - Director Rosie Hall - 2D Lead Lowenna Thrower - Research Lead Atticus Davis - 3D Lead Katie - All-rounder/flex  Going forward from this, we are now presented with the three briefs. All three are focused on the environment, and all of them would be interesting to pursue going forward. For t...

Toolkit 3D - Session 1: Introduction to ZBrush (30/09/24)

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 Toolkit 3D - Session 1: Introduction to ZBrush  This week in the 3D toolkit session we were introduced to ZBrush: the industry standard program for modelling. We were shown the general tools, and how to navigate the UI, which is very different to Autodesk Maya, the other 3D program we used last year. We were then tasked with creating a skull from scratch. For this, I started by blocking out the general shapes, and for that I started with a sphere. Also, I was trying to get as close to a basic skull as I can, but for the sake of showing my reference, this is the picture I was modelling after: https://pixels.com/featured/anatomy-of-human-skull-from-different-leonello-calvetti.html?product=tote-bag I started by using the move (B + M + V for the shortcut) tool and the free hand brush to drag around the general shape of the skull. Then I created a mask using control to create the eyes, and after finishing the eyes I deleted the mask by using control and dragging on the blank ...

Introductory Post

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 Introductory Post Hi, I'm Jake Brooks, the owner of this blog which I'm going to update throughout my time in the second year of this Games Art course. This is the introductory post, which is to describe my character before I create any actual blogs focused on work. Interests I'm interested in gaming (obviously), playing guitar and anything to do with art but mostly digital art. I'm also getting more into cosplaying my favourite characters from games and TV shows. I've been to a few conventions, but am yet to actually go to any cosplaying a character. Why I chose Games Art As I previously said, I'm into both gaming and art, so naturally this was the best of both worlds. Other than that, I really want to pursue being a concept artist. The first year made me realise that I would actually like designing the concepts for landscapes and areas just as much as I would like designing characters, so this is what I want to pursue for the long-term. Interesting fact! An i...