30.10.13

Starting ideas and organisation

After a long time of thinking on potential topics for my COP3 project I decided to go down the route of 3D sculpting. 
Now the topic is very VERY extensive as it can be used for environment and characters for pretty much film, illustration and recently games. 
So narrowing it down I decided to go only for Game Characters as my interest of focus. The leading software for this is without doubt Pixologic's Zbrush therefore I decided to collect as many tutorials as possible to be able to master this software. 
At the end I ended up with a ridiculous amount of tutorials for this (over 35GB). Opening the software was pretty intimidating as the interface is completely different from the ones I use most (Maya and Photoshop) so hopefully it wont be long until I get the hang of it and until I can freely swap between this applications. 
Also having a good digital tablet with a decent sensitivity will be of great help, therefore I had to borrow a wacom intuous from Uni as my bamboo wont be as good. 
This image below is my proposal submitted with the main ideas and some basic research. 


Straight after I decided to not risk marks by my lack of writing skills and time management; so I decided to create a schedule with dates that will hopefully spread the workflow and finish the work on time. It's was hard to balance the practical and written work but hopefully it will be done in time.
Also there are a few bumps in the way that I didn't consider, like projects that came along the way that will be part of PPP but hopefully it won't affect my time schedule.


Summer time

It was certainly a long summer. It is always tempting to just sit and do nothing after the final hand in from 2nd year, but I put myself in the mindset of being productive and get something done.

Social/Network: 
I kept in contact with some people I met at the Game Republic's showreel to the point where we became friends and even started doing some pet projects, like a horror game in which I'll be doing the animations and some props. 
Also, it's thanks to them that I manage to get into Game Republic's team and now I've been attending to their gatherings and others like TIGA and GaMaYo; something that keeps me in contacts with other people, get's me to spread some business cards around and get some feedback of my portfolio. 
I also got invited by a friend I met in LinkedIn to join an unofficial art jam that him and a bunch of his friends do constantly just to keep themselves practising under certain rules and time limits.
This is one of the illustration I made for one of the art jams. 

Competitions: 
So far I only manage to participate on the VG Remix in Polycount working on a low poly video game diorama. My game of choice was DarkStalkers from Capcom. It was a lot of fun to make and difficult because everything from polygons and textures where incredibly limited in size. The ultimate goal was to keep a WIP blog and submit the final piece on Sketchfab. Towards the end and when I had everything done, I had some problems with my account where transparencies wouldnt work. At the end I didn't submit on time, but at least I managed to get the work done. 




Profesional: 
Due to many reasons, I'm desperate for a job!... The main reason still being the fact that I want to stop working for the food industry and join the game one. Therefore I've been applying to different companies in the proximities that would potentially let me join their team and at the same time finish what's left of my studies. Obviously that's not as easy as it sounds, but I still gave it a chance.
From the many applications I've sent,  T&T in Manchester (responsable for LEGO games) put me and many other applicants a trial task. The challenge was to make an original Lego figure (not done by them before), model under some poly count restrictions, UV map and texture within a week. If this phase was successful then they would call you for an interview.
My choice was the character Hellboy; I've always love this character, looks and on the plus side, it's already part of Warner Brothers.
The modelling certainly was the biggest  challenge as Lego figures turn out to be ridiculously hard to model under a limited amount of triangles. At the end you endup looking for a balance between what's necesary, and what's visible. The UV mapping part I thought I had it dominated, but now I'm thinking that my arrangement might not be a industry standard. The texturing part was definately the easiest part and more enjoyable; Lego figures are quite restricted on where textures can be place, therefore it becomes a challenge to give the character the right personality.
This is the final texture and some model renders:



Unfortunately just this week I got an email from them saying that it was a really competitive position; many applicants where doing the same project and I wasn't selected due to still being a student (I'm sure my model wasn't up to standards, but they where nice enough not to say it). It's good to at least start getting an idea of what the industry is looking therefore I will be more prepare for the next time I try applying. So far it was fun to work on it and it kept me practising on softwares like Illustrator.

18.10.13

3rd and Final year

So after a long summer we finally came back for our final year at uni.
It certainly fills me up with excitement for having exciting and more challenging projects, for the idea of finally finishing a degree and being able to integrate to the industry. On the other side, I can't help feeling like it will be full of hard hard work as the extended piece of writing along with its practical part (dissertation basically) sound like the biggest challenge so far.

We were briefed for this module before we broke for summer holidays and after a serious though process I came to the idea that I wanted to work around the subject of 3D sculpting. It's an area that I haven't explore in the past but that every time I see someone else's work it makes me want to give it a go. After a little bit of research it turns out that it's very frequently used in the game industry, and specially with the new console generations coming out.
This image below if the proposal form I filled explaining the way that I want to take for this project.

Straight after this I started looking for as much information, books, and articles as I could and because I'm planning to use Pixologic's Zbrush I needed a good bunch of tutorials that I've been watching over the summer. Certainly one of the most difficult things about Zbrush is getting used to the interface; after working years and years on Photoshop and then adapting to Maya, I feel like I lack of a lot of intuition to use this 3D/2.5D  software. Hopefully it wont be long until I get the hang of it as there are quite a lot of things I need to do.

Also this is the PowerPoint presentation I made trying to illustrate the direction that I will take this project with some examples from the industry.
So this is the final year. Here we go!