Composition

Focal Element

Natural Focal Elements

  • High Contrast
  • Saturation
  • Camera
  • Motion
  • Faces or Figures

Focal Element Influences

  • Guiding Lines
  • Framing
  • Geometry

Image result for composition images

In this image, the camera focus is the stack of pebbles.  The viewers eyes are immediately drawn to the pebbles because  that is in the main frame of the image.  The sun has high contrast and saturation so the viewers eyes are drawn to both of the objects.  The sun uses the colour yellow and that is the only time the colour is used in the image.  This adds to the image.  The pebbles on the floor also blends with the camera and blurs as the image goes out. The main focus is on the stack of pebbles and the sun.

Colour Wheel: Describing the Image

Image result for artwork sceneImage result for colour wheel

As you can see, the artwork involves a split complement.  The colours used and stand put are green, orange, red and purple.  All of the colours have a tint making them darker.  The use of shading also increases the darkness of the image which complements the cold colours.  The red and blue are closest to the camera which makes the scene feel more conflicted.  The warmer colours such as the red, green and orange surrounds the blue colour and overpowers the cold colour, creating a warm image.  The purple sky includes tint which makes the purple lighter and the artist uses different amounts of tint which adds layers to the sky.  The trees have a very dark colour, almost black, and this makes them stand out in the image.  The Red is used throughout the entire image whether it’s on warm or cold colours so it is clearly the main colour.

 

 

Unity: Instantiate and Destroy

What I created

Instantiate.PNG

I have created a simple design that includes scripts that effect the way the level works. At the start, the ball falls down each platform using a timed script where the platforms disappear.  The yellow triangle will kill the player and restart the level so there is some sort of danger in the level.  When the player is on the red platform, the first ball will get stuck and the player will have to click to spawn another ball onto which will let them go onto the next section.  The blue walls will disappear on collision to unlock the next area.  The orange corner peace bounces the player up.

 

Maya Weapons design : Peer review

My Peer : Max Hope

Sword

What went well 

The sword blade has a very distinct shape which is recognisable on first look.  The blade also fits the hilt very well and matches the design if the sword.  The hilt itself has a good design.  The handle has a lot of depth which enhances the look of the sword.

 

Things to fix/improve

There was some unnecessary faces that we fixed so there will be less problems when I need to texture the sword.  The hilt could have some extra detail so it fits the handle a bit better.

sowrdfixed.PNG

Shield

What went well

The shield has a simple design.  This will make it easier to unwrap as it is low poly.  The overall shape has a round shape which matches the original shield shape.  The handle has a good overall shape and fits the shield nicely; it is in proportion with the body of the shield.

Things to fix/improve

Add more detail to the shield so it matches the detail on the sword.  Add more detail on the outer part of the shield so it is more then just a circle shape.

 

Result of my Feedback

As a result of my feedback, I fixed the faces on my sword so it should have no extra faces.  I am adding more detail in the hilt when animating it so it will have moving effects on it.

For my shield, I am going to add Some sort of metal shapes on my shield so it has more detail.  This will help match the shield with the sword design.

12 Principles of Animation

These principles form the basis of all animation work. They’re relevant for a number of different fields. The most obvious use is for animating a character design, but these rules are also an invaluable guide in web design – for example, if you want to introduce motion into your interface with some CSS animation.

Squash and stretch

When applied, it gives an object/character a feeling of gravity, weight, mass and flexibility.

Anticipation

When applied, It gives the viewer a more realistic feel to an object.

Staging

When applied, it draws attention to the important part of the scene.

Straight ahead action and pose to pose

When applied, It gives an object a more fluent transformation by changing the shape from frame to frame.

Follow through and overlapping action

When applied, different parts of the object comes to a standstill at different rates.

Slow in and slow out

When applied, the object takes longer to accelerate and stop so it moves at different speeds.

Arc

When applied, objects move in a smooth arc motion with gravity.

Secondary action

When applied, there is a secondary object that supports the main object and helps keep dimensions to the shape.

Timing

When applied, it uses physics to match the natural world such as timing.

Exaggeration

When applied, it makes an animation less realistic and makes the animation interesting.

Solid drawing

When applied, it means having constant drawings throughout the animation.

Appeal

When applied, the animation needs to appeal to the viewer.

Light

Using light to create shadowing

Cubeshading

First, I coloured the cube 3 different shades of gray to give the shape a 3D look without shading.  I then used the polygonal Lasso tool to create a shadow for the object from where the light is coming from.  To give the light a fading affect, I used the gradient tool on the left face to make the face look like it loses the light source.

I found the process easy as I used basic tools to create this affect.

Unity: Using Effectors

What I have created

Level3RGM.PNG

I have made a 3rd level in my Rube Goldberg Machine that has Area Effectors and Surface Effectors.  The Area Effectors makes objects move like its in wind so the ball will not fall to the floor.  The darker shapes are the Area Effectors and this allows the level to be more complicated as it does not need to be on a solid platform.  I have used a surface Effector on the bottom platform so the ball slides along the platform that leads onto a bounce platform.  I have used a Surface and Area Effector together to make the game more complex and makes it more interesting.

 

Problems I encountered

I didn’t really come across any problems.  The biggest problem I came across was getting everything lined up so it flows smoothly.  I have not used a Point Effector yet as I am unsure how I could implement it into my game.

What I want to create

My overall goal is to create a explorer plat-former where the goal is to collect better loot that the player can equip to fight in the harder levels.  If the player can not pass a level ( it is too difficult or their gear isn’t good enough) they can go to a “farming” area where they can defeat enemies and get better gear to then get passed the level.  There will be bosses that can be defeated but are much stronger then the average enemy.   I would like to be able to add COOP so that people can play with their friends and enjoy the game more.

3D Modelling: Sword Blade

What I created

swordblade

I have started to create a sword blade in Maya from my design idea.  I have the basic shape of my blade but I still need to make refinements to make the blade more sharp and more clear.

Problems I encountered 

One problem I encountered was when I deleted the edge, the vertex was still there which created problems when I tried to change and edit certain faces on  my model.  Getting the general shape was also difficult as there are many edges and I couldn’t edit.  I had a few overlapping faces which I fixed and that made changing the shape difficult.

UV Mapping

What is it?

UV mapping is the 3D modeling process of projecting a 2D image to a 3D model’s surface for texture mapping.  A 3D model is made into a flat, 2D image so that it can be textured.  The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.

220px-Cube_Representative_UV_Unwrapping.png

My UV Modelling

UVshi.PNG

I used the Planar and unfold tool to create a mesh around my ship.  I have completely unwrapped my ship into a 2D shape.  I have found the UV unwrapping easier than I originally expected and was able to get everything done.  The only problem I found was it was time consuming.UVshipthrust.PNG

I also mapped my thrusters as a different object as I think it will be easier to texture as it will be less clustered.  As it is a circle, I used Cylindrical tool for the simpler shapes but used the cut tool for the more complex shapes.