Emblem (2/2)

These are the finished images of the emblem I created for Stephen. It’s only in black and white so he could use it as an alpha image to stamp on as a normal map onto the shield. I got the last sketch and filled in all of the line art. Once I filled it all in with black I then inverted the colours just in case he needed it the other way around. It looks much better on the shield and translated well into 3D imagery. It took longer than it should have but it looks good so I’m happy with how it turned out in the end. I will finish a colour one for the banners.

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I tried to paint with watercolour for the first time, it seemed to be quite popular but I think it will take a lot of practice to get used to but I think it was a start. I tried drawing some dandelions in my back garden. I think if I kept practising I would eventually get used to using water colour but it’s okay for now even though flowers really aren’t my speciality. I thought I would try it at least once.



I decided to create a PS4 for my creative and technical modelling. I first just created a square with the right measurements. Next I extruded inwards to create the line down the middle and how it looks like it goes in around the middle. I did create a high poly version but it wasn’t working out all too well so I will go into mudbox and step up the layers and smooth off the edges there. For the basic texture I used a plain diffuse black, but to try and create a shiny and matte surface I used a metalness and roughness maps. For this work work well  I had to use layer masking to make sure it wont affect the other polys. I will also use this technique for the blue emmissive map down the middle and to add a normal map to certain areas.

I’m happy that things have gone well so far even though the normal map hasn’t yet. It did take some time to get things right so it would be better if I could work faster to fully complete it.

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This is just a quick sketch of a face I did. I didn’t use a reference really when I should have. I wanted to experiment more with different angles, I was trying to go for a more cartoon-esque look and it didn’t take me long at all. The hair goes around the face so that your eyes would stay in the centre more. I’m happy that it helped me get into drawing again but the nose should really be bigger and the overall composition of the face could have been better.



These are some ideas I had for a chair design. I broke it down by back, seat, and leg. I wanted to create a simple design that would be easy for the modellers to create as something quite complex would take up a lot of time and we don’t have much of that. I tried going with horizontal and vertical designs and I wasn’t sure which one to go with so it would be designers choice. A lot of the designs are curved to do with the aesthetic of the castle. It is the same for the legs where having a more minimalist design would be inappropriate for that setting. I’m happy I got a variety of designs down and I hope they translate well into 3D, I wish I could have had more leg designs although the first one is the only one I really wanted.

So I started the synoptic project being a Texture Artist. Everything was fine in the first few weeks. I kept prompting people every week asking them to do the models in the Asset list I created and I set up all the documents so that everything was clear and there wouldn’t be misunderstandings. After I kept asking people for models nothing was really being produced, and if something was, it didn’t pass QA. The only person who did model was Stephen but he textured all of his own work. A few weeks went by and I didn’t really know what to do, I couldn’t really blog about having done nothing. My work relied on other people doing their work, which was proving difficult. So now I’ve decided to become the Concept Artist. That way I only have myself to blame if I do not produce enough work.

The first and third image is an idea for decorative railing across the balcony. I thought it would look bad if there was just a hard edge there, even if it was chamfered it would still look too plain and boring. I tried coming up with lots of ideas for it but most of them we ended up disagreeing on. We want to go for a more ‘simple but elegant’ style with 17th century gothic influences such as this.


Gothic architecture is hugely popular in castles and and see it in many churches which is why I thought it would be a good idea to pursue it.

The second image is what I thought the skirting boards could look like expect if they were stone so the could have more shape to them and it would make the environment look more interesting.

Tunnel VFX

Today I got to use Mocha with Pete and how simple tracking can be with different programs. I imported the file sequence and created a new composition from the files, after I imported the PNG graphics file from Pete’s company to overlay and use in the scene. I did that and then went into the animation tab and selected Track in Mocha AE and Mocha loaded.


Which looks kinda different from After Effects but not too dissimilar. I then used the X Pen tool in the top bar to create the red outline on the wall where the trackers would be, and then selected ‘show planar surface’ to get the blue box up and then hit track backwards and then once it’s finished tracking hit track forwards to make sure I get everything in the video.

I exported it from Mocha by copying the export to the clipboard and pasted it onto a black solid, I pre-composed the black solid and put the png file on top of it in a different menu. In that menu I went into layer > transform > fit to comp to have the png file fit to the black solids size. The black solid is now in the main scene and is over the area I have tracked by copying it to the clipboard. In the main menu I turned down the opacity to 55% and changed it to colour dodge mode so it would better bled with the surrounding environment. After that it was pretty much it and I had finished this part.

I’m happy that I got to use Mocha for the first time and I’ve been wanting to use it for a while, I’m okay at navigating After Effects as I have Photoshop at home and use it daily. I would have liked to have done more VFX and maybe I would have gone into it if I had understood more about it or if it was covered during the first year. I could improve by following tutorials but I don’t have much time for that and there’s not much point to it now.

Synoptic Project

Last week we were set to work in production but things became halted by uni interviews and illness but that didn’t stop everyone from moving forward. I started to work on more concept art for the project and creating a crest for the project which everyone had requested for the castle.


I’m still working on it by trying to smooth out the lines and adding colour to it. Stephen had a request that I create a black and white of it so he can stamp it onto the shield that has been created.

We had a SCRUM that lasted around 4:35 and we talked about what we were doing for that week and what our goals were for next week, I was to focus on creating more art and the emblem, everyone was to work on assigned models and focus on just building the room. I think everything is still working well however I do wish we could communicate a little more and not be afraid to speak out when something goes wrong, but we all get together and we make sure everyone is on the same page with things to avoid confusion.

First team meeting

We first go together to talk about what Tawid wanted to do with the project and where we wanted to go with it. We decided to do like a grand castle that has been well looked after, looks clean and nothing’s worn. After we got a general idea about it we made a kind of moodboard and found some reference images we like.

After that we thought about how our room would look and what type of thing we wanted in it. First thought was we need a floor plan and some sketches to get ideas flowing and it went well to get the general thought and getting something everyone can agree on.

When we did this, we all came to the conclusion that we wanted a balcony and a big set of stairs. We tried hard to come up with a good floor plan that would be modular and look nice whilst standing in the environment. I suggested using a more hexagonal shape to make the room more interesting to the viewer rather than just having a square which could seem very boring and repeated.

We started putting together measurements for pre-viz which would help us piece everything together and create accurate results that allan created.

We started making plans and sketches for furniture and decorative items that are in the room to start and get an idea for how things would look (the first one is mine and the other two are stephen’s).


I think the first group meeting went really well and we all understood and communicated what we thought. Tawid always got across what kind of aesthetic he wanted and we got a lot of reference pictures so we all understood his vision and we’re all happy things are going pretty smoothly.