A lot of my visual style and design inspiration comes from fantasy genre video games such as Skyrim and World of Warcraft. I knew from the beginning of the project that my model couldn’t be too realistic as she is a fantasy elf-like character so I wanted to go for a more exaggerated fantasy style. As I said in a previous blog post – I can imagine my character appearing in a comic or a video game, because of this … Continue reading “3D Character: Visual style and inspiration”
3D Character: Poses and accessories
Poses When designing the poses that fit my character, I knew I needed to display the different aspects of her personality. I wanted to show her business side, her manic powerful side and yet her sensitive and anxious side. I imagine Estry as having a very two sided personality, she is powerful and a strong leader but she is still overcome with guilt and anxiety from her past trauma. The first pose shows her business side. I imagine her in … Continue reading “3D Character: Poses and accessories”
3D Character : Colour
In terms of colour pallette I had a pretty strong vision of what colours my character would be. I didn’t want to become stuck to one colour palette though so I experimented with a few different colour ideas. I knew that I wanted the suit to be different shades of black with black and red shoes, that was an immediate character design feature that I stuck to, I will explain more of her clothes and accessories in a following blog … Continue reading “3D Character : Colour”
3D Character: Body style and Shape Theory
When I originally started to plan what my character would look like and how their body would be shaped, I experimented with different shapes to build the base anatomy. Originally, I tried to create this character with circular shapes, including more curves and a slightly fuller figure. However I immediately knew that this didn’t fit the personality of my character at all and instead gave a slightly less intimidating and softer character almost more matronly in a way. The first … Continue reading “3D Character: Body style and Shape Theory”
3D Character: Description and Story
In this blog post I will introduce my character idea, her backstory and some of her key information. The initial idea for my character was a demon queen who ruled the underworld. I imagine my demon queen character to appear in a fantasy comic series or a fantasy open world video game. Basic character description Name: Estry – (comes from Jewish folklore – name for a female vampire) Age: 120 Gender: Female Race: Royal Demon – a higher more intelligent … Continue reading “3D Character: Description and Story”
Create Crate
Previous Next We want to encourage and inspire you to create art and have fun whilst doing it. Our Summer themed box for July 2022 will feature a variety of summer themed, sunny items. You may find, soft pastels, stencils, coloured pencils… and much more! Our Halloween 2022 box features lots of spooky themed goodies and art supplies. You may find, ink pots, water brushes, specialty paper… and much more! The Create Crate Christmas edition 2022! Full of festive fun … Continue reading “Create Crate”
Micro-macrocosm
Tufte’s theory of micro-macrocosms suggests that an important part of visual design is having an other meaning created by a make up of smaller micro visuals which could also be seen to have their own meaning (Tufte 1990, pp.37-53). I will be exploring this theory in relation to my chosen subject of magazine design. Magazines in general are often seen as stand alone items with no larger meaning, however individual magazines could also be seen as individual micros that represent … Continue reading “Micro-macrocosm”
Layering and separation
Tufte’s theory of layering and separation suggests that layering visual components can organise data by separating the important parts of information in a graphic (Tufte, 1990, pp.53-67). In this blog post I will be discussing the use of layering and separation in magazine examples. Magazines rely heavily on the use of layering visual components to separate data. Shumi Perhiniak suggests that a key aspect of magazine design is the creation of a hierarchy of information: ‘Do the right pieces of … Continue reading “Layering and separation”
Narratives of space and time
Tufte’s narratives of space and time theory suggests that creating a timeline with changes between each visual can illustrate points well (Tufte, 1990, pp.97-119). In this blog post I will be finding examples of Tufte’s space and time theory in art magazines. Most art magazines are made up of tutorials that rely on changing graphics and visuals to teach the viewer how to draw or create a final product. Muhammad Osama suggests that when writing an effective tutorial it is … Continue reading “Narratives of space and time”
Zbrush brush experiments
In this weeks lab session we were asked to attempt to model a human figure and experiment with various brushes. I chose the female mannequin model preset and began to model on top of it. Firstly I remeshed the model and created an adaptive skin for it. At the beginning stages I used the simple clay buildup tool to create the basic shape of the head, jawline and brow. Clay buildup is good for modelling the basic shapes of your … Continue reading “Zbrush brush experiments”