Week 3 - 4 (19/2/25 - 17/3/25)
Jessica Tjoe / 0361482
Major Project 1/ BDCM/ Institute of Innovation and Technology
Task 2
Instructions
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Design Proposition
For design proposition we further refined our first proposal. We had a lot
going for us and our project held a lot of potential. We added more
information about the characters and the world building as well as more
sketches and references
Design Proposition

Figure 0.0: Rebellion character line up
The semester was too short for a whole character line up from each of the
clans since I was planning more than one character. But for now I planned the
whole rebellion line up. I wish I could draw more sheets and drafts, but at
the same time I didn't want to strain my health anymore with an all-nighter
before class the next day.
Figure 0.1: Freija Model sheet
The model sheet came after we showed Mr. Kannan our line up. The animation
team needed a reference model sheet for any animations. So I came up with a
bunch of angles and a full line art version of her rough sketch, colored and rendered.
Figure 0.2: Freija Model sheet and character description
I placed the two versions side by side, the animation version was an experimental version with feedback from the members so that it'd be easier to animated. But turns out that the illustration version was simple enough they could animate it.
Splash art Process
Figure 0.3: Freija_splash art_Process Part 1
Rough sketch;
Taken directly from the poses sheet.
Clean up;
More refined version of the rough. Here details like eyes, weapons and clothing are refined however it is still very much subjected to change.
Background addition;
This wouldn't be a splash art without the background. I sketched out flames to symbolize her fire magic along with some clouds in the background. A rock in front to provide some perspective and the capital of Lumara behind her to show that her location is on the outskirts.
Line art;
Lined the sketch making it more clear.
Base color;
Just adding the base colour before the render. Make sure it's not on the same layer as the lineart.
Shading;
Decide where the light is coming from and add shadows to the parts you think light won't hit.
Rendering;
Add more lighting details to bring home the fact yes there is light in that spot and the character is being hit by the light.
Ground render;
Start with a splotch on the ground and then use a soft shade to add the shadows and mid-tones. It's easier if you imagine it like this. There's a trick Japanese illustrators use for shading called the the 3 shadows technique. The first shadow covers the large areas, and is usually lighter. The second on is slightly darker and covers the mid tones. Last but not least the third shadow should cover the details and be the darkest of them all.
Sky render;
Funny enough I just used a normal blue sky color and added orange on an overlay layer.
Figure 0.4: Freija_splash art_Process Part 2
Adding the capital;
Perspective basics, the further the object the more similar the colour is with the background. The closer it is the darker it gets.
Red undertones;
Use a clipping layer and change the blending layer to something you like. Play with the opacity if you want it more subtle.
Effects;
Draw squiggles around the character and build it up from there, use air brush to give it a glowing effect.
Figure 0.5: Freija_splash art_Process Part 3
Task 2 feedbacks:
- Make the mock up first. Doesn't have to be that detailed.
- Start testing. The faster you fail the better you grow
- 1 set of cards.
- How will the Illustration will set inside card frame
- Make a mock up version of the game
- Short snippets of animation
- Also no religious symbolism. As long as its not connected to real life
religions, its fine.
Reflection
7 weeks isn't enough. I will put this on every single blog I do for major project 1. I mean it. I wish I could've done more but despite only 2 classes its actually hard to juggle it funny enough. The content of the modules are kind of driving me insane.
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