Showing posts with label CommonArt. Show all posts
Showing posts with label CommonArt. Show all posts

Thursday, October 8, 2026

Thursday, October 1, 2026

Week 05 - Basic Lighting

 


Final Basic Lighting Board


I consulted the Project Pan team with the design. We referred back to Wendy's initial art pillars and returned to the nightgown-like collar and puffy silhouette- and leaned away from the leaf mask and stitched collar since she's living in a house and not the wilderness; all while keeping the silhouette the same.

I redrew the initial art to reflect these changes and to give whomever is modeling, a clearer idea.

As for lighting, we are going with a simple, cell-shaded look for the character models.

For the detail callouts, I rendered a front, back, and side view because as a character artist, this makes the character easier to model. I also included a close-up of her collar and her candleholder prop. 










Rough Ideation

We also ideated on the color scheme for Wendy. At first we look at purple, blue, and yellow, but the majority liked purple that is in the current design.



Perforce Proof





Thursday, September 24, 2026

Week 04 - Use of Value and Contrast

Art Style Process


Hollow Knight characters are very simple. They are small on the screen  and include a very limited color palette. When you look at the playable character from both games, they only have flat colors, CELL SHADED OR NO GRADIENTS.




Majority of details are in the landscape:


Essentially: Keep the characters as simple as possible.


Ideation

I chose to draw Luo and Kelsey's renders.





I played around with the head shapes a little more. I also designed different caplets for Peter. Wendy was also a little weird to put into the Hollow Knight style. The bubble hands and feet don't fit into the art style, so I made the limbs more bug-like to match the Knight. Characters & NPC's also don't have hair in Hollow Knight, BUT there are characters with antennae, so I made them into a pigtail shape for Wendy. And, I gave her clothes, because they wear clothes.

I ended up moving forward with sketches 2 and 5.


I ideated a bit more and ultimately ended up with these drawings. I fell like the match the art style very well.

Clean Lineart

Values

Gradient

Perforce Submission





Thursday, September 17, 2026

Week 03 - Use of Basic Shapes

 First, I set the scale for the characters and level designers, 1uu = 1cm. Now, our team will have a better idea of how to size meshes for the game!

Peter Pan will be around 128uu tall, while Wendy is 64uu.
Peter Pan will be around 128uu tall, while Wendy is 64uu.

Redesigned sketches of Peter Pan. Team was in favor of the bottom two designs.

Based on this, I drew up an orthographic for Peter Pan. We kept the spiky head, eyes, and weapon, but changed the proportions and appearance to better suit Hollow Knight's art style.

I used used ZBrush/ZModeler to manipulate my shapes.



Final Render


The model is in the proper proportions



Perforce Proof

Thursday, September 10, 2026

Week 02 - Use of Silhouettes

 Peter Pan

I gave him some playful poses and features. The team also included a scale reference in the top right corner. Peter Pan is the tallest of our characters.



Perforce Submission



Thursday, September 3, 2026

Week 01 – Use of Reference

Slide 4: Art Pillars

Slide 5: Playable Character


My responsibilities for this assignment were the art pillars and playable character boards. 

    Our art vibe draws strong inspiration from Hollow Knight, aiming to create a whimsical yet dark atmosphere. We'll use a color scheme consisted of muted analogous colors with atmospheric pops of color. We aim to have every silhouette in our game to be expressive and distinct to better differentiate the characters and key environment locations. This is important to us because we don't want our players and interactables to get lost in the dark environment.

    Our player character is Peter Pan. He's a boy who never ages. His outfit reflects a handmade aesthetic, crafted from materials scavenged around the island and things washed ashore in Neverland. He'd also have a very confident stance as he navigates through the level, because he is sure of himself. We plan to emphasize this with a diamond shaped silhouette to capture this playful-tricky nature. Sharp and angular rather then soft and round. His design is also functional, including pouches for holding pixie dust, stolen treasures from Captain Hook, and hunting tools. We also have an idea for a "shadow peter" mechanic in our game. He will also have the same features, but a different color palette.


 Perforce Submission

Module 3 Week 07 - High Poly

Critique from last week: - Edge control - Separate planks - Remove brick from lower down Highpoly Details on surfaces like this is not my st...