Showing posts with label artwork: digital. Show all posts
Showing posts with label artwork: digital. Show all posts

Saturday, March 19, 2011

[Art] Game Level: Japanese Temple (Humber College)

Wow, I haven't posted here in ages. First things first: a few weeks ago, I completed my game level. After eight weeks, I ended up producing a piece that I am most proud of (in comparison to my other pieces of 3D work). I also enjoyed working on this the most. I can feel myself growing and improving as an artist, and it's exciting!

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 © Victoria Breton. Thanks for viewing!

Thursday, January 27, 2011

[Art] Timeline

Here's a personal timeline that I had to create in my Animator's Portfolio class today. I'll follow this as closely as possible, but will most likely have to make alterations here and there. This timeline only factors in two of my classes (Animator's Portfolio & 3D Animation Production). My remaining four classes aren't really related to my demo reel.

Creating this timeline made me miss graphic design...

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© Victoria Breton. Thanks for viewing!

Thursday, December 16, 2010

[Art] 3Ds Max 2011 Boiler Room Assignment (Humber College)

A few weeks ago, I posted a few progress shots of my boiler room. The final was due today. It feels like a giant weight has been lifted off of my shoulders! I plan to further polish this piece during the Christmas break, but for the most part, I am happy with my progress. Sure, there are certain details that bother me (as always), but it has undeniably come a long way. This project, for me, has been a struggle from the beginning. After restarting a handful of times, frustrated with having a lack of a true "vision" in mind, I visited a boiler room thanks to a lucky connection. (Thanks again, 'Uncle' Robin!) Real-life inspiration was something that greatly aided my creative process. I was also (and remain, to a certain extent) fairly naive in relation to boiler rooms, having never actually stepped into one prior to this lucky opportunity. A room filled with dust, pipes, and rust was a new concept for me, and I had to really push myself to "dirty" up the room during this assignment. (My natural instinct, for whatever reason, is to always have things symmetrical and clean). This assignment was somewhat of a vehicle that allowed me to push past this. In retrospect, I could have still pushed it further. Above all else, I was able to overcome a lot of things while working on this assignment, and I consequently learned a lot along the way. 33,702 polys and 40 textures later...

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This assignment also required us to animate a 100 - 200 frame camera sequence.



© Victoria Breton. Thanks for viewing!

Wednesday, December 15, 2010

[Art] "Lucas" 3D Final (Humber College)

Back in September, I posted concepts for my original character, Lucas. After many weeks of modeling, Mudbox-ing, retopogizing, unwrapping, and texturing... here is my final. Unfortunately, we weren't able to pose our characters this time around, so Lucas is in a default T-pose. I may experiment with posing him and polishing him up over the Christmas break.

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© Victoria Breton. Thanks for viewing!

Sunday, November 28, 2010

[Progress] Boiler Room Assignment (Humber College)

I apologize for the lack of updates; school has been crazy-busy for the past few weeks, and it will remain so until the last day of the semester (December 17th). Can't wait until Christmas! Over the past five weeks, I've been working on quite a few assignments, the "big one" being my 3D Graphics Production Boiler Room.

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© Victoria Breton. Thanks for viewing!

Thursday, October 28, 2010

[Art] 3Ds Max 2011 Hallway Assignment (Humber College)

After seven eight weeks of learning, stress, and perfectionism, my hallway assignment is finally complete. 352 polygons, 666 (creepy) triangles - I managed to keep it under the 1000-poly limit. I think that I progressed a lot over the eight weeks given, and although I'm not entirely happy with the final outcome, the feedback received in class today was generally positive, and I am proud of my work. I'll definitely keep the criticisms in mind: floor material is too large/perhaps tone down the light in the foreground/add an ambient occlusion map. We received our next assignment in this class (3D Graphics Production) already! Time to get started...

There is a very large watermark on this that you may be able to spot. I hope it doesn't distract you/detract from the image.

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© Victoria Breton. Thanks for viewing!  

Monday, October 25, 2010

[Video] Kinetic Typography: Maroon 5 - Misery (Humber College)

For this assignment, we had to choose a portion of a song, and creatively illustrate the lyrics. We were to compliment the meaning and mood effectively through the use of animated text and a solid layout.

Click below to view.

© Victoria Breton. Thanks for viewing!

Thursday, October 14, 2010

[Art] Cottage Scene

In August, I had the wonderful opportunity to stay over at my aunt and uncles cottage for a few days with my parents and younger sister. This invitation tends to be extended annually, but I can say with honesty that I appreciate it more and more every year. I love spending time up there - there is almost nothing better! I felt as though I needed to give my aunt and uncle something to show my appreciation, so over the summer, I painted this for them. It's depicting a portion of their backyard at the cottage. Their cottage has some of the most beautiful scenery I have ever seen, so, needless to say, I felt inspired. I took a photograph of the area for reference. Once I established the colour palette, I drew the whole scene out and then started painting it. This piece took hours. I'm not sure how many, but if I had to guess, I'd say somewhere around 50 or so. I know that sounds like a dramatic amount, but it's a very long process; I would zoom in very close to the screen to paint in little sections, so as to not leave out any detail. After I finished painting it, I had it professionally printed and stretched on to canvas. Then, I presented it as a gift to my aunt and uncle. They seemed to like it. :) I hope to do something like this again once I have some free time.

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© Victoria Breton. Thanks for viewing!

[Progress] Hallway Assignment (Humber College)

Hello again! So, what can I say? Two more weeks have passed. This assignment is officially due next week, on Thursday the  22nd.  I'm steadily nearing completion; I'm in the post-production stages at the moment. When the project is finished, I'll post a final, lightly-watermarked 1280x720 shot of it.

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Again, the image is small on purpose, so you can catch a glimpse of my work thus far.
© Victoria Breton. Thanks for viewing!

Saturday, September 25, 2010

[Progress] Hallway Assignment (Humber College)

For the past three weeks, I have been working relentlessly on this assignment. We have been told to create a hallway for a first-person shooter game. We have been taught that video game consoles cannot handle large amounts of polygons, and as such, we have created a "low-res" version of our concept, in addition to a "high-res" version. The low-res version includes a small amount of polygons (we were told we had to keep it under 1000 faces, which is actually a difficult task), small amounts of details, etc. The high-res version is obviously much more polished. It's more creative than its predecessor, and as such, I prefer it. It allows us to breathe life into our otherwise-dull low-res concept. My teacher warned me that my hallway, in its beginning stages, looked more like a room than a hallway. Subsequently, I've been tweaking it as I work. Does it look more like a hallway now? Personally, I think it does. As as side-note, the lighting and camera angles in the third shot are still a work in progress. We have seven weeks in total to complete this, and when I'm finished, it will look like something - hopefully! - right out of a video game; bursting with colour, story, and atmosphere.

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The image is small on purpose, so you can catch a glimpse of my work thus far.
© Victoria Breton. Thanks for viewing!

Wednesday, September 15, 2010

[Art] "Lucas" Concepts (Humber College)

After a lovely, balanced summer of employment and relaxation, I'm now back at Humber. Second year, second week. It seems as though it will be an interesting semester filled with learning experiences and new challenges. I apologize for the lack of updates over the summer; I actually drew and painted quite a bit, but didn't feel the necessity to post them. Perhaps I will later.

As I said, I'm already in my second week and the assignments are coming at us with full speed. My favourite assignment we've received thus far: character concept. In my 3D Animation Production 3 class, we had to create a character, give it a background/personality, and then create a "t-pose" sheet and "hero" shots.

Meet Lucas. A third grader with a heart of gold. He's a bit of a nerd, sure, but strives to succeed academically and socially. He's one of the friendliest kids at Forestview Elementary (tentative name), but his academic strength can occasionally get him into trouble. See the sketch of him running? That took place after the class bully asked Lucas to do his homework for him. Lucas, thinking of the situation morally, said no, which caused the bully (who is, sadly, nameless at the moment) to threaten to beat him up. Run, Lucas, run! I've been developing Lucas on-and-off since 2007. He's still not perfect, but he has come a long way. I love designing characters in every sense of the word, so I think I'm going to really enjoy this character-driven class. Next week, we're going to start transitioning from 2D to 3D. I'll begin modeling Lucas in Autodesk Mudbox 2011.

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© Victoria Breton. Thanks for viewing!

Saturday, May 8, 2010

[Art] Graphic Design (Sheridan College 2008/2009)

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Graphic Design © Victoria Breton. Original photographs belong to their respective owners.
Thanks for viewing!

[Art] David Choi: T-Shirt Design

David Choi was in need of some t-shirt designs a few weeks ago, so he put out a request to the online world. I decided to take a chance.  The design I made for him is different than my "usual style;" I experimented with vector art, colours I normally wouldn't choose, and self-made text. Regardless of whether or not my design is chosen, it was a really fun experience.

As a side note, for those who are unfamiliar with David Choi, he's a self-produced singer/songwriter/composer who has been enjoying steady success since 2006 on YouTube. Feel free to check him out; his original songs are catchy and melodic, and his cover songs are beautifully raw.

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© Victoria Breton. Thanks for viewing!

[Art] Bird Speed Painting (45 Minutes)

Not much to say about this one; I saw a little bird in our front yard this morning (it came so close to me!), and felt inspired to paint it. This took around 45 minutes in total. Completed in Adobe Photoshop CS4. Not happy with this in the slightest, but hey. LOL

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Painting © Victoria Breton. Thanks for viewing!

Tuesday, May 4, 2010

[Art] Rigging and Skinning (Humber College)

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I'm not sure if you remember or not, but back in January we had to create a 3D human model in 3Ds Max 2010. After creating the body, we had to do something called "rigging."  Rigging is essentially the process of placing bones inside of something. In this case, I placed various bones inside of my human character.  After attaching the bones properly so I had a skeleton basis, I had to incorporate "control objects" (circles and rectangles), and attach them to the bones. The reason we create control objects is so we can move the bones easily without actually changing the position of the bones themselves. It's an extremely difficult thing to explain, but... that's generally what rigging is - placing bones inside of something (in this case, the human model) and creating control objects to move these bones. 

So, at the end of this assignment, all of the bones moved properly. The actual 3D model did not move along with the bones, though. In order to get the 3D model to move along with the bones, we had to do something called "skinning," which was our final assignment in semester two. Skinning is the process of connecting the vertices of the bones to the 3D model. After everything is attached, when we move the control objects, the whole body moves along with it appropriately. We had to put our model in a few "test poses" to illustrate that our body can, in fact, move properly, which is the seemingly random video you see above.

© Victoria Breton. Thanks for viewing!

[Art] Blending Composite (Humber College)

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For this assignment, we had to create a real vs. fantasy type of landscape with civilization.  We sourced images from Google, Flickr, and related websites, and then combined them in an effort to make - in my teacher's words - a "fantastic" type of location. My concept is: past meets future. It's also kind of natural vs. man-made. The general landscape has a "past," natural feeling to it, whereas the buildings and civilization have a "futuristic," man-made feeling to them. The modern architecture in the mid-ground (the building on top of the predominate hill) is a direct example past-meets-future, as there is "past"-looking ivory growing on the "future"-looking building. The other futuristic elements include an earth-power source building in the background, and three pillar-style buildings that are located directly in the water. They can be accessed both by creatures in the water, and humans (via boats, or something similar). The hill-like homes in the background tie in the "past" part of the theme, with natural elements (grass / nature).

Composite / Blending © Victoria Breton. Thanks for viewing!

[Art] 2D/3D Composite (Humber College)








 
 
© Victoria Breton. Thanks for viewing!

[Art] Walk Cycle & Acting Animations (Humber College)














© Victoria Breton. Thanks for viewing!

[Art] Heavy Push & Standing Long Jump Animations (Humber College)
















© Victoria Breton. Thanks for viewing!

[Art] Pose Assignment (Humber College)

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© Victoria Breton. Thanks for viewing!