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Industry Brief Week 8

Royal Armouries
Finally I took myself to a reference tour in Royal Armouries, Leeds.
Things I found surprising:
1. Massive gallery, it’s impossible to consume everything in only one trip
2. Interactive sections are fun and interesting
3. There’s hourly activities to enjoy

An ancient helmet that shapes like an owl, the rusts ages nicely and the shininess of the metal still remains.

Was the Italian gothic armor inspired by pasta?

Horse armor= Barding, I wonder how the horses were trained to handle such heavy armors and run around

The holes on the sword handle look like a person holding another sword, preparing for war.

In a latter stage of weapons development, people tend to engrave the symbols/logo on it.

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Industry Brief Week 7

Updates on my sword
I used bevels and soften edges on my base. I encountered a problem while making the second layer, wrapping around the dragon skin on the handles. Therefore, I planned to do another layers of complicated details (high poly) in Zbrush instead of Maya.

Shout out for Nathan helping me out on the handle.

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Industry Brief Week 6

Unreal engine setup
This week’s lecture is about recording a video. My lecturer showed how some of the seniors presented their work, through simple rotation, camera set ups and cameras flying through. It inspired me to make environment in UE4 for the sword and let it tell the weapon’s backstory.

Simple shapes to record my idea at the moment: an interior of te emperor palace.

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Industry Brief Week 5

We are having blockout session this week.

I didn’t know where to start on my own so I followed a tutorial on Youtube – Medieval sword 3D topology while looking at my references.

 

Blockout 1,2,3:

This is the most basic shapes added, a straight blade with a pointed tip. For the following week, I will add more details: a dragon head on the inner blade, a more defined edges and a rough dragon skin handle.

Hopefully, the blockout will be done this week.

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Industry Brief Week 4

This week we had a video calling section with Creative Assembly Total War:Three Kingdom team members. It was such an inspiring talk, especially when the host shared his whole journey from nothing to a successful character artist. He emphasized that research plays an important role in the early stage, especially the game is heavily based on real-life historical era.

After the talk, I dig up week 2’s note which is related to the importance of references.

I could not understand why didn’t I make use of this earlier and started to fill in the blanks. Content creators are such a lifesaver, I gotten more familiar with the game and it is always fun to read their comments/discussion/reviews. On the other hand, I finally understood the assignment, in this game, DLC pack is based on new culture/war lord. Once more, I am pretty sure with my decision, a pair of sword that has accompanied LiuBei conquered the world.

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Industry Brief Week 1-3

Welcome to Jing’s Computer Games Art blog. It will be a weekly upload about my Total War: Three Kingdoms progress and behind the scenes.

Week 1: After knowing the brief, I find the theme is exciting and most related to my own culture. Three Kingdoms is one of the classic chinese novel, the first impression came to my mind is the mighty warlord, CaoCao. He is not just a grand chancellor but also a poet. Poem is always a good inspiration but it is only helpful for me to understand his characteristics. At the end, I decided to fuse the image of dragon that resembles the great dynasty on the glaive.

First draft + notes:

Week 2: I watched videos about Creative Assembly, the video game company that produce Total War Series.  Their art style tend to be more realistic and detailed. It might be challenging for a beginner to recreate similar artwork but never try never know. Other than that, game research consist of consistency and accuracy. I am not so sure with how my research are going but I gain more insights every time after attending lab sessions and discussion with my seniors.

What I came up with after three weeks:

reference board:

At the end, I decided to go for a whole new path, making LiuBei’s weapon, 双股剑(shuang gu jian). I might go for a more exaggerate look, adding elongated carves and shiny weapon cases.

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