Imagined Worlds Update

Since I have frequently posted about how myself and the group as individuals are getting on, I haven’t really posted about how the project is progressing as a whole, so in this post, going through our Trello I show a more up to date version of how the project looks currently and my thoughts on progress so far!


Above you can see what the Building asset looks like withing engine and how the scene is starting to look, just today actually Kelly was really starting to fill the scene using more of the assets, several building blocks were made at varying heights to add diversity to the street, however an image that updated has not been put in the Trello yet. I am also currently working on a sort of sky box that will be used in the far distance to look like a surrounding city, this incorporated textures that were given to us by James that will be put closer but still far enough away to stay very low poly, this should hopefully be done very soon to then allow me to move onto my next model which is a mailbox!

Game Storyboard Vs Movie Storyboard

Continuing with storyboards in Tony’s lesson he asked us to make a blog about the contrasts between story boarding in the movie or tv industry compared to the games industry. The contrasts are pretty night and day in my opinion, with the freedom that you are given in video games it is impossible to storyboard an exact scene that may happen, you may use story boards to portray the a cut scene, objectives of the level or the general story of the game like I have given an example of below with the recent very popular release of the Battle Royal game, Player Unknown’s Battlegrounds.

However, since games tend to not follow a linear path like tv does, it makes it difficult for games to take advantage of story boarding, they may instead just show concepts and keys of what the game and scenes will look like.

When comparing the two, I personally have connections to a storyboard artist that has done some amazing work on adverts and tv shows, his work can be seen with many other talented people on the website , taking a quick look and selecting one of the images you’ll be able to see for yourself that after being given a script for the scene it allows the artist to draw every single key movement and event in that specific piece. here is an example below.


Capture 3

And this goes on further as well!

When turning to a game though, the game gives the player the freedom to do many things, not a lot is fixed, like my example below for PUBG that I created in Google SketchUp.



The player jumps out of a plane with 99 other players to then sky dive to their chosen location on the island of Erangel.



The player must then find and equip gear to survive against other online players that you are against.



After a certain amount of time the a circle then encloses on the map that all players must be inside of to survive as he/she will take damage on the outside.



After being forced in a close vicinity to the other players, you must kill or survive to be the last player standing and win the game.


Imagined worlds Pre-production: part 2

Continuing with the Pre-production of the Imagined Worlds project, I continued with the real world research of the last few assets, the two that I had left were a Fire Hydrant and a Mail Box, two assets that I am very excited to model and make my own. possibly by adding graffiti, damage and stickers/posters over them both to make them look more believable in the scene.

Fire Hydrant:

Taken from a quick Google search of New York City Fire Hydrants, I got an easy few real world examples of them both new and worn on the street. Since I have drawn the concepts for both the mailbox and fire hydrant on one page I will post that further down after showing  the mailbox references.



Yet again, taken from another quick Google search of New York City Mailboxes, I got an easy few real world examples of them both new and worn on the street. Below this I will post the photo of the art I had done with measurements next to both of them, I will use these as reference when modelling.




After completing the task of research and concepting all of my assets I then moved onto making a size chart of all of the assets as reference and then a top down street layout to help bring the scene together. I will post these below, each square represents 10cm x 10cm on the size chart and then every 2 squares is 3m on the street layout.

photo 5.jpg


Imagined worlds Pre-production: part 1

Moving on into the pre-production of our Imagined Worlds project, using our asset list and our assigned areas we started with concepts. Personally having to tackle the street and a bulk of it’s dressings, I started with the highest priority model of the street and sidewalk itself, to build this I personally am going to model them in tiles so that one or two variations of the street and sidewalk would be able to be repeated throughout the scene, to concept the street I took reference from Manhattan using google street view and and found measurements online to make them as close to the real thing as possible.

Here are a few examples of reference and then a quick sketch that I did as an example, I plan on making two tiles, one with a drain and one without so I can tile one after the other, I will also model manhole covers etc separately and place the on top to make each tile more individual.


Capture_7.PNG      photo.jpg

Moving onto a street lamp I have continued to take reference from Google and websites for measurements as well, here are the examples and drawings below.

Finally, planning the street rubbish, I have conceptualised a trashcan that I can create a few iterations of, obviously taking from examples in NYC parks also, however I have not been able to obtain measurements of this online, to correct this I will look at real world examples and find them using that.

cardboard-boxes-and-rubbish-for-recycling-camden-market-camden-town-CN67HD  grey-box-home-recycling-box-and-rubbish-bags-for-kerbside-collection-an5m15photo 3

I still have a few more concepts to do of a mailbox, street signs and a fire hydrant so those three will be posted in a part 2 of this blog post.


Story Boarding using Google SketchUp

Today in Tony’s lesson we were given an amazing technique to get story board drawings done quickly, accurately and also being able to use our models with amazing detail. But, first we were given another extract to use this technique with, this one is from “I Am Legend”, appropriately chosen by Tony since it was mentioned in our last lesson, below I have quoted the section of the extract I chose to represent using this technique.

“In the beginning it had made him sick to smell garlic in such quantity; his stomach had been in a state of constant turmoil. Now the smell was in his house and in his clothes, and sometimes he thought it was even in his flesh.”

Now using this extract and with the guide of Tony we went online to a website named “3D Warehouse”, here we’d get the 3D models to represent our scene, in our case we’d use our models we will create for our project but for this extract I personally chose a house and a few trees to place either side, once these were downloaded I placed them into Google SketchUp and arranged it into the composition that I thought was good, taking into account the rule of 3 when putting it together, after that I gave it a style to make it seem as though it was drawn, then added shadows to make it seem as though it was drawn with grey scale being taken into account and then finally tampered with the FOV to make it seem a bit more interesting.

Below are the models I Imported to SketchUp and then what I exported to Photoshop.

House for tony 2

After putting this into Photoshop I can then start to edit this to fit the extraction, what I ended up doing was emphasizing both the amount of garlic by having them lead to the door and then the smell by having it come out of the window and weave through the pillars.House for tony edited

I didn’t have long on this part so I know I could do so much better but I look forward to using this more in the future as it gives great results!

Story boarding with Tony

In Tony’s lesson on Friday we were given the task to story board an extraction from Phillip K. Dick’s, “A Scanner Darkly”, to do his we were shown and taught a few things to help us along the way, we were taught that our fist pass of it should be very quick to get the camera angle and the position of people or items in the scene correct, once happy with these we’d then do another pass of adding detail into the drawings and make it  more finalized image, then finally a third final one o add gray scale or colours to it to get a sense of light in the scene.

Here is the extraction below and how I decided to section it, showed by using colours to break it up.

Once a guy stood all day shaking bugs from his hair. The doctor told him there were no
bugs in his hair. After he had taken a shower for eight hours, standing under hot water
hour after hour suffering the pain of the bugs, he got out and dried himself, and he still
had bugs in his hair; in fact, he had bugs all over him. A month later he had bugs in his
lungs. Having nothing else to do or think about, he began to work out theoretically the
life cycle of the bugs, and, with the aid of the Britannica, try to determine specifically
which bugs they were. They now filled his house. He read about many different kinds
and finally noticed bugs outdoors, so he concluded they were aphids. After that decision
came to his mind it never changed, no matter what other people told him… like “Aphids
don’t bite people.” They said that to him because the endless biting of the bugs kept him
in torment. At the 7-11 grocery store, part of a chain spread out over most of California,
he bought spray cans of Raid and Black Flag and Yard Guard. First he sprayed the
house, then himself. The Yard Guard seemed to work the best.

All together there was nine there so coming away from the lesson I know that I’ll have to get better at portraying more information into each board as this only allowed me to get to the first box of my second pass which I will show below, altogether I hate drawing under speed and found this very difficult to do and appreciate the end result because of this, however, I know that we have to prepare a storyboard for our Synoptic project at the end of the year which I will be able to spend a lot more time on as lecturers don’t mind as long as the end product is to a high standard.


Modelling Pipeline part 2: Concepts

In the past few lessons of Matt’s project I have been designing the concepts for the well asset I will make, to begin with we had to design three different ideas, designs that were different in some way that we could then make a final design of one of them after that.


I ordered these concepts from one to three in the on a scale of which I like the most, one being the one I like most and three the least, however, I plan on taking some aspects of design idea two when making my final design of number one, like taking the aspect of a more damaged look about it for example, both on the tiles on the top and the stones that make it, maybe even have some overgrowing plants going between the cracks of the stone, making it look more aged.  For all of those designs I measured them into three sections, the bottom for the well, the middle for the supports and the top for the cover.

I liked all designs that I had created but for the general shape, I loved the middle one, I thought that number 3 was way too clean and almost Gnome like to be aged and hand made, for number 2 I thought the cover would be too difficult to model so I adopted the damaged look for number one to get this final design.


I then had taken the measurements to a whole other level when doing my final concept, I did this because I plan on using this image for reference when modelling the low and high poly versions and I want the model to be completely to scale. Next lesson I will begin the modelling of the low poly version of the model.

Dystopian Utopia vehicle concepts

Having been lacking in the in Tony’s work I realised I had never posted the concept sketches that I did for the dystopian vehicles.


I realise those images are large but It’s just so they’re large enough that you can maybe see my disgusting, small handwriting for my notes on each drawing, I found this exercise great as I loved the chance to sketch again but for what should be simple sketches I found myself taking way too long to do them so I started making 3 designs out of one car where I’d draw two and almost merge the good factors to make a cooler finished design.

Head Art Project: Part 1 – Task and research


Drawing heads at an angle always goes a bit wrong, this should help!: how_to_draw_the_human_head_7:

For our next project with Tony we have been tasked with the research and drawing of human anatomy, specifically the human head, Here are the main project objectives.

Capture of head objectives.PNG

Going into this Tony suggested we have around 7 photographs of heads as reference images or just 1 with multiple angles of the head, to get a good range, I gathered those two images you see at the top of the post for reference of how the head looks at different angles and then used celebrity head shots to gather my other 7.



Here is a slideshow of some extra images I will use as reference and I also have some anatomy posters at home I will use. The next post I make will be about current art that people already made, discussing my ideas on how I will set out my final A4 page.

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