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SAE Works
The Diploma project, should utilise the knowledge gained from the previous four modules and incorporate one's own research.
To build this assignment, we formed a small team and aimed to develop a short horror game set in a Victorian-era-inspired world. I was assigned the role of (semi) art director. Therefore, I had to review all artists' work to ensure coherence with our chosen style.
Part of my responsibilities was to design and characterize Morgen, a vampire child, who faced heavy abuse from his vampiric parents. In his design, I aimed to show the hardships he went through - therefore, he is missing a leg and, in general, looks pretty messed up.
This project depended heavily on each member and taught me to share knowledge, adapt, take on tasks when necessary, and contribute to team efforts.
To build this assignment, we formed a small team and aimed to develop a short horror game set in a Victorian-era-inspired world. I was assigned the role of (semi) art director. Therefore, I had to review all artists' work to ensure coherence with our chosen style.
Part of my responsibilities was to design and characterize Morgen, a vampire child, who faced heavy abuse from his vampiric parents. In his design, I aimed to show the hardships he went through - therefore, he is missing a leg and, in general, looks pretty messed up.
This project depended heavily on each member and taught me to share knowledge, adapt, take on tasks when necessary, and contribute to team efforts.
Time: 6 months
Module four introduced animation basics: storyboarding, the 12 key animation rules, functional retopology for animation, rigging (aka my death sentence), weight painting, and rendering.
While the module primarily focused on our animations and final render, it also gave me the opportunity to sculpt my first-ever character in ZBrush from the provided base mesh.
My idea was guided by the base model's origin, a version of the Zombies from The Legend of Zelda: Ocarina of Time. Another Zelda influence was the design of the different Shadow Beasts from Twilight Princess.
Drawing from these inspirations, my creature design should include a mask-like face, a skeletal body, and unusual proportions in the hands and feet.
While the module primarily focused on our animations and final render, it also gave me the opportunity to sculpt my first-ever character in ZBrush from the provided base mesh.
My idea was guided by the base model's origin, a version of the Zombies from The Legend of Zelda: Ocarina of Time. Another Zelda influence was the design of the different Shadow Beasts from Twilight Princess.
Drawing from these inspirations, my creature design should include a mask-like face, a skeletal body, and unusual proportions in the hands and feet.
Time: 3 months
This module was my introduction to digital sculpting with ZBrush and also my first group project.
We brainstormed to come up with an idea that could be developed within the 3-month time limit and settled on a scene in a mining shaft. To design with purpose, we developed a short story to guide us and use the time as efficiently as possible.
The mine was built by workers seeking valuable materials. During mining, they found a cave containing a lost statue of a forgotten god. They got infected by a substance leaking out in the cave and left the mine shaft in a hurry.
With these constraints set, the sculpting process of the assigned assets started.
To elevate the scene, I created a tileable moss texture that was projected onto the tops of the stones in the final cave.
Time: 3 months
I learned the basics of 3D modeling in Maya. From crafting a High Poly to deconstructing it into a Low Poly model, cutting and preparing its UVs, baking and texturing it in Substance Painter.
I chose the book I designed in the first module as the reference for the High Poly model. Translating my own 2D concept into a 3D object offered a unique experience and transformed my perception of modelling.
Though I have improved significantly since this project, it represents a confident beginning in my development in 3D modeling.
I chose the book I designed in the first module as the reference for the High Poly model. Translating my own 2D concept into a 3D object offered a unique experience and transformed my perception of modelling.
Though I have improved significantly since this project, it represents a confident beginning in my development in 3D modeling.
Time: 3 months
In this first assignment focused on digital art, I learned the basics of the field and the software needed to create it.
Part of these basics was crafting ideas and creating moodboards to capture the designated vision. Using the reference boards to thumbnail interesting silhouettes, develop coherent designs, and therefore engaging characters.
I learned to use references for everything and to always expand my visual library.
The tutor presented what was required to work in a 2D pipeline and how it may look, from concept art to character turnaround to illustration.
Time: 3 months