I've just realized I've not uploaded any assignment work since term 3 September 2020, so I'm going to drop what I've done in the past year and try to keep on top of it more for my personal project.
Term 4 - Anatomy
Feedback notes;
-Hamstrings connect higher up the legs, attacking too the hip bones under the glutes.
-Triceps and brachialis overlap from this angle, needs fixing.
-Forearms need more mass.
-Legs are more of an oval shape in diameter.
-Suggested to draw on full skeletal poses to help get where the muscle connects to.
Term 4 - Light and Colour
Shadows
Technical drawing is quite easy to feedback on as it's generally right or wrong. Marc's feedback was generally really good. only need to tighten the shadows of the angled boxes on the last image so it's parallel and matches the angle of the plane.
Colours
Some colour comps for a character design I worked on.
Was given some very generic feedback as it was my Art wars design and Marc's not allowed to comment on such things till after the comp has finished.
Keeping colours to reinforce the design is a great idea, any other elements like affiliation with a clan or group will also help show who they are aligned with.
After Art wars 5 ended I got some feedback from marc about my Design and Illustration piece.
Feedback Notes;
-Nice flag implementation and how it wraps around the spear.
-Use repeating elements and patterns in the design throughout so it feels connected. Eg. Shapes used in the arms can be reused on the legs, ect.
-The dragons in the design would be a great choice for a repeating element, as well as the flags cross.
-Increase contrast in the values and colours to get the character to pop out from the scene.
-Avoid hiding the design in shadows.
-Increasing the backlight strength and material rendering to add interest and more information to the viewer.
-Consider how perspective will affect value and contrast.
-A cool painting and really good design. (was pleased to hear this part!)
With some of the fixes applied.
Term 5 - Character Design
Taking what I had learned from Artwars 5 I designed a new character for the assignment, using the below ref images.
Feedback Notes;
-Using a 3D hero shape will help more as you gain the dimensional impact of the shapes and patterns. It helps define hard and soft edges which will impact the design.
-Good description for the world-building, even a small brief helps with the focus and purpose of the design.
-Use detail and strong colours to direct the viewer to focus points. The red belt for example is very prominent but doesn't lead to any significant design elements. More details around the face can draw the eye to it as a focal point. You could use something like tattoos or decorations on her face/hair to help direct interest here.
-Render the different materials of her clothing will give the viewer more detail and help the design. even simple rendering will help with this.
-Can use clothing to help the read by breaking up the forms, you can use this to break up forms or prevent too much uniformity. Especially helpful with organic forms and shapes.
-Busy design but good use of rest and a great job overall. (yay!)
-The Bells could be communicated more obviously in the design, hard to tell they are bells visually.
-Pose could be tighter and even be a bit more rigid/aggressive to show she's ready for combat.
Term 5 - Creature Design
I created a design crossing a lion and a hippo.
Feedback;
-Skeletal/Muscular diagrams relevant for game and/or movie production? Movies and high detail projects will likely want this to help with animation. Gaming will not likely need this as much as they will have reusable or generic animations to save time and file size.
-Nice believable design, Scapula could be a little smaller. Rear legs tend to have more mass and force than the front legs.
-Quads could also be made bigger to enforce their power.
-Tibia is quite long so could be shortened and brought higher up the ankle.
-Variant B is a little dark, lighten this to help modelers who would use this later on.
-More shadow around the rib cage, will help show its form.
Skipped the figure Sculpting module for now, currently learning a lot of new software with work and don't won't to start another new one just yet. Want to pick up more 3D, want to try out Blender again next year.
Term 6 - Mech Design
I wanted to work on something that was a little less common with mechs, went with a racing model over a battle or industrial model.
Feedback Notes;
-More contract between the background and design.
-Legs could be longer for the thigh section, to help it move more naturally. longer strides.
-Curve the foot section of the leg, which might help it look more believable as this is how prosthetic feet are designed.
-Watch out for colours in the design and background being too close together in value and hue. This will make them lost as they are too close together.
-Use material rendering to help the design, will show what it's made of, and help show form.
Some small updates made after the material rendeirng module.
Term 6 Colour and Light 2 / Composition
I've been doing regular studies for colour and light and compositional breakdowns for this module. Here are some recent ones.
Silvia Pasqualetto Study
Victor Mosquera Study
Term 7 - Physics of materials
I got praise for a cool idea in the feedback but I totally stole the helmet idea from Swatches youtube channel, don't tell Marc...
-Shiney metal, fig 1, could have more contrast in the metal trim. Metals generally have a lot of contrast.
-Fig 2, Having the texture wrap around the form will make it look less flat.
-Fig3, maybe some more contrast in the highlights, show the boldness of the light source.
-Plastic, Fig a, could use some brighter highlights. More contrast in the highlights.
-Skin, Fig b, More contrast to help the form will help and skin has a specular shine to it. use pores to help show its skin with the shine.
-Wood, Fig c, Looks flat again have the texture wrap around the form. Use the lights and shadows to help the form read better.
Feedback applied.
In general, it's been a great year of learning and I think I've progressed a lot.
Going through all the feedback from the past year has been quite interesting and some common points of failure have arisen from it. Primarily material rendering and contrast in my lighting, among some others.
I will be implementing regular studies and look forward to taking what I've learned to my personal project and hopefully another Art War stress test soon.