Friday, 27 February 2015

Adaptation B - Cat Drawings Continued.

After deciding that my witch is gonna be a young girl, I've got in my head a 4/5 year old; I thought it'd make sense if she had a pet kitten which she carried around like a teddy. I wanted it too have the same feel as the witch does, so I kept it quite round with big eyes as the cats ability is too see in the dark when the hiccups are no longer visible. I like the look of 4 and 6.

Thursday, 26 February 2015

'Adaptation' Film Reviews.

Adaptation B - Witch Drawings Continued.

I've decided to keep my witch quite young and also come across quite nutty, as you would be from hiccupping all the time! I like the colours used in 2 but I think I prefer the fuzzy hair. I've found it hard to capture someone hiccupping as your body almost lifts up, and no facial expression is visible so I've attempted some: a, b and c.


Maya Dynamics 7.

Part 7 - Per Point Emission.

Per Point Emission. from Ruby Newland on Vimeo.

Wednesday, 25 February 2015

Adaptation B - Wizard Drawings Continued.

Today I've started to draw up different concepts for my Wizard character, playing around with his features, and also pattern/colour. I think he still needs to be a tad 'bubbly' looking, making him that bit rounder possibly.


Maya Tutorial 11 (Game Assets)

Maps Part 8 - Diffuse Maps: Wood & Metal.

Tuesday, 24 February 2015

Monday, 23 February 2015

Adaptation B - Cat Initial Sketches.

I've continued with a few cat sketches and like the witch and wizard, I've stuck with the 2 head high ratio. And there looking cuter. The cats personality I think is going be kitten like, as I'm thinking the witch is going be a child too so having a kitten would relate; and by doing this can make him be really cute and cuddly with big eyes as he's going be guiding the characters when no light is available.



Maya Dynamics 6.

Emit from Curve.

Planet Explosion. from Ruby Newland on Vimeo.

Adaptation B - Sketches Continued.

Over the weekend I continued to work on my witch and wizard characters trying to make them look more bubbly and fun. Using there personalities (sneezing wizard and hiccupping witch) as more of a base to start drawing rather than there appearance. I've also started to look at my witch character in a new way seeing her a fat, dumpy character or even as a child.


Friday, 20 February 2015

Adaptation B - Style.

Something was missing within my sketches and after a chat with Alan it was my style, I needed a foundation to build upon. Although I knew I wanted there features to be enlarged, the overall scale/look of them I hadn't decided so my initial sketches were all over the place. We discussed about looking at British children cartoons from the 80's as that's what my drawing style is similar too.

From researching these cartoons and trying out more of a bubbly way of drawing keeping my characters 2/3 heads high, it has really brought them all together. Where before they didn't seem to fit in.

Thursday, 19 February 2015

'Adaptation' Film Reviews.

Adaptation B - Environment Initial Sketches.

I thought before I continued with the characters that having a feel for the environment would help a lot. Although I've got an image in my head of a mansion in the woods, seeing it visually on page would be much better. These are a few quick sketches to do with the environment from the outside.

I used some images as reference looking at woods, and old Victorian mansion/houses as an idea for the map. These houses when researching look as if they could have many floors and be very big inside so would work well as a maze.

Wednesday, 18 February 2015

Maya Tutorial 7 & 8 (Game Assets)

Maps Part 4 - Base Diffuse Maps.

Maps Part 5 - Diffuse Maps: Stone Base.

Tuesday, 17 February 2015

Mudbox - Blend Shapes.

Today we looked at creating Blend Shapes between Mudbox and Maya. Mine didn't work as smoothly because my model had far to many polys so when it came to grabbing vertices, I couldn't properly; had to guess the areas I wanted to move.

Left to Right - Original Mudbox Sculpture, Blend Shape 1 & Blend Shape 2.

Adaptation B - Wizard Inital Sketches.

These are some sketches of my wizard character again taken from the character profile. I realize that he looks similar to the witch but I think I'll make the witches nose smaller so the wizards nose stands out as he can't stop sneezing.


I used images as reference again to help with inspiration.

Monday, 16 February 2015

Adaptation B - Witch Inital Sketches.

These are a few sketches based upon my witches profile - big hat, small body, big mouth. But when looking at images of witches there bodys are usually in a silhouette due to the cloak there wearing so I thought about keeping the body quite simple and focusing on the face maybe?

I wanted to keep with what we all know is a witch (the witches hat, crooked nose, cape etc), and used this as a base to work with.

Adaptation B - Game Inspiration.

Re-thinking about my game concept and I think the idea of having it like this slanted angle will make it easier for the player to see their previous path and where about they want to move next. It also gives a good view of the playable character and will enable them to see higher areas of the puzzle.

Although my original idea was to have it as a birds eye view plat former like Robbery Bob (top right) after looking at app puzzler games including Cuboid, Cube-Zone and Stack Rabbit; for more of an idea how I'd like my game; this slanted angle seems to be a favourite among them.

By having it like this it would let the player see the characters more clearer as they would appear visually allowing there features to be seen rather than a birds eye view or side view would limit this.

This style game could also be converted into a console game allowing the player to use a controller rather than touch screen, as many indie games are plat formers which this style.

Maya Dynamics 5.

Volume Emitters.

Monday, 9 February 2015

Adaptation A - Infographic (version 2)

I couldn't make adjustments based upon feedback straight away as the newer versions of AE files won't open up on my laptop so I made them as soon as I could. This version includes different music, and also highlights the ABC more by using a colour for that letter.

Adaptation B - Character Profiles.

To help understand my game more I've looked into each of my characters, highlighting there key attributes, features and how they would interact with the other characters.

Thursday, 5 February 2015

Adaptation A - Extra Infographic Images.

My infographic needed a few extra images to go aside some main letters so here they are.

I found when adding these pictures that I didn't want the original that I used so some adjusting was needed. 

Tuesday, 3 February 2015

Mudbox - Thors Hammer.

My half attempt of Thor's hammer, trying out different ways to project an image. And by using mudbox, maya and photoshop together to create results.


Adaptation A - Infographic Testers continued.

More development of my infographic letters only a few more letters to go. Again some additional images are gonna be added to fill space and make some letters more engaging.

Monday, 2 February 2015

Adaptation A - Infographic Testers.

These are a few previews of how its looking so far. The scales have gone to give more space for the screen and images to show up. I still have yet to add a few images on certain letters to fill space and make the letter more engaging.