Sunday, 19 October 2014

Researching Victorian Taxidermy/Taxidermists

My characters last name is Tanner, and her Father was a Tanner who practiced Taxidermy with his spare material , but Florence is a true professional Taxidermist with basic knowledge of Tanning so I have to research both of these field as her home will feature old unused Tannery holes and her studio where she creates things. As although I am a fan of taxidermy I don't have a lot of knowledge on the subject matter to make people believe my character is a professional, this post will mainly be a bit of history research into this profession.

"Taxidermy (from the Greek for arrangement of skin) is the art of preparing, stuffing, and mounting the skins of animals (especially vertebrates) for display (e.g., as hunting trophies) or for other sources of study. Taxidermy can be done on all vertebrate species of animals, including mammals, birds, fish, reptiles, and amphibians. A person who practices taxidermy is called a taxidermist. Taxidermists may practice professionally for museums or as businesses catering to hunters and fishermen, or as amateurs, such as hobbyists, hunters, and fishermen. To practice taxidermy, one should be very familiar with anatomy, sculpture, and painting, as well as tanning."



"Preserving animal skins has been practiced for a long time. Embalmed animals have been found with Egyptian mummies. Although embalming incorporates the use of lifelike poses, it is not considered taxidermy. In the Middle Ages, crude examples of taxidermy were displayed by astrologers and apothecaries. The earliest methods of preservation of birds for natural history cabinets were published in 1748 by Reaumur in France. Techniques for mounting were described in 1752 by M. B. Stollas. There were several pioneers of taxidermy in France, Germany, Denmark and England around this time. For a while, clay was used to shape some of the soft parts, but this made specimens heavy. By the 18th century, almost every town had a tannery business. In the 19th century, hunters began bringing their trophies to upholstery shops, where the upholsterers would actually sew up the animal skins and stuff them with rags and cotton. The term "stuffing" or a "stuffed animal" evolved from this crude form of taxidermy. Professional taxidermists prefer the term "mounting" to "stuffing". More sophisticated cotton-wrapped wire bodies supporting sewn-on cured skins soon followed. In France, Louis Dufresne, taxidermist at the Muséum national d'Histoire naturelle from 1793, popularized arsenical soap in an article in "Nouveau dictionnaire d'histoire naturelle'" (1803–1804). This technique enabled the museum to build the greatest collection of birds in the world."


"In the late 19th century a style known as Anthropomorphic taxidermy became popular. A 'Victorian whimsy', mounted animals were dressed as people or displayed as if engaged in human activities. An early example of this genre was displayed by Herman Ploucquet, from Stuttgart, Germany, at the Great Exhibition in London. The best-known practitioner in this genre was the English taxidermist Walter Potter, whose most famous work was The Death and Burial of Cock Robin. Amongst his other scenes were "a rats' den being raided by the local police rats ... village school ... featuring 48 little rabbits busy writing on tiny slates, while the Kittens' Tea Party displayed feline etiquette and a game of croquet." Apart from the simulations of human situations, he had also added examples of bizarrely deformed animals such as two-headed lambs and four-legged chickens. Potter's museum was so popular that an extension was built to the platform at Bramber railway station."


This site where I found this lovely image of a lady holding taxidermy has too many random pieces to copy so I will put the link here for futher reading

(http://www.taxidermy4cash.com/Victorian.html)
(http://en.wikipedia.org/wiki/Taxidermy)

Research into Victorian Life.

My aim is to set my prototype in an era that resembles the Victorian times, but more so of the poorer side of this time. So I will research into how poor/lower middle class life was like for these people.


The industrial revolution completely changed the lifestyle of Victorian Britain. Suddenly, the focus wasn't on tilling the soil or land husbandry to make a living. Factories and commercial enterprise was the name of the game.
When Queen Victoria ascended the throne in 1837, Britain had already started its transformation into a world power. Agriculture was slowly being pushed aside for manufacturing jobs. By the end of the 1800's, 80 percent of England's population lived in cities.

Industrialization and Engineering

Steam-powered cotton factories enabled Victorian Britain to produce more than half the world's supply of cotton. Coal-mining around Newcastle also expanded rapidly to meet demand.
Picnic scene With the upsurge in railway construction, moving goods to shipping ports became easy, while ship-building itself went forward at a rapid pace. Bristol was home to "The Great Britain", a massive steam ship built by Isambard Kingdom Brunel.
Lead by Brunel, engineering wonders were beginning to be common place during the Victorian period. Brunel's Clifton Suspension Bridge still stands as a testament to his expertise.
The Brunel Railway Bridge between The West Country and Plymouth is still used to this day.
Manchester and Liverpool took full advantage of the industrial revolution. Along with other cities in Victorian times, they enjoyed being part of the "workshop of the world".

Leisure Time

With industrialization, there was more leisure time to be enjoyed. When the railway line from London to Brighton was established, going on holiday began to be a regular part of Victorian life.
Thanks to the Bank Holiday Act of 1871 and the ease of rail travel, seaside resorts such as Blackpool and Torquay began to enjoy great popularity.
There was time to read a novel during the Victorian period. Charles Dickens, Robert Lewis Stephenson, and H.G. Wells are just three of the authors who were popular.
Attending the theatre and appreciating the talents of Sarah Bernhard and Ellen Terry kept the evenings busy. Melodrama was in its hey-day while the music hall was always packed with people enjoying the variety of acts presented.

Medicine

Medical advances were tremendous during Victorian times. Boiling and scrubbing medical instruments before and after use was found to greatly increase a patient's chance for survival. The identification of disease took a great leap forward.
Cholera was shown to be a product of sewage water. With the simple procedure of boiling drinking water and washing the hands, incidents of cholera dramatically drop.
Codeine and iodine made their appearance in Victorian life. Morphine helped to alleviate pain while the use of chloroform during childbirth was pioneered by Queen Victoria... and highly recommended.

Mourning the Dead

With style, great weeping, and yards of black material, the Victorian period made a fine-art out of death. Funerals were huge, many with professional mourners hired to walk in the procession.
At the moment of death, clocks would be stopped, curtains drawn over windows, and mirrors covered. Black apparel was quickly donned or if black cloth was not available, the household would quickly dye their clothes to a darker hue.
Row of terraced houses Widows from all social classes were expected to maintain mourning for a full year, and withdraw as much as possible from Victorian life. For women with no income, or small children to care for, remarriage was 'allowed' after this 12 month period.
As time went by, the stages of mourning gradually released their hold. Black material could be put aside for lilac or other soft shades. After approximately two years, wearing colour was no longer frowned upon.
Widowers would usually wear black for two years. However, it was their decision when to go back to work, and back into society.

Rural Life

Although much of Great Britain's population did leave the countryside to reap the benefits of industrialization, village life did not come to an end.
Farming was still very much a part of life in Victorian Britain. With the advent of steam-power, farm machinery was easier to use and made for a faster work day. Small gardens would supplement the family's food supply.
Some villages would specialize in an industry. Lace-making was popular. Craftsman (blacksmiths, tanners, carpenters) could always be found in a rural setting.
To maintain the huge country estates of the wealthy, local villagers would provide the servant power during the season. Some rural folk would live on the estate throughout the year, often in conditions which were cramped.
In their own homes, rural life in Victorian England was concerned with the basics - cooking meals, mending clothes, and seeing that children received the education which was mandatory by 1880.

Victorian Society

"Etiquette" is the one word that aptly describes life during the reign of Queen Victoria.
For those in the upper echelons of society, rules such as the proper forms of address, and even what to wear (including which pieces of jewellery would be appropriate) were all considered very important.
For the lower class, the poor, there wasn't time for etiquette.

The Upper and Upper-Middle Class

From the slightest burp (social ruin if it was heard) to how a gentleman spoke to a young lady, Victorian society was greatly concerned with every aspect of daily life. From the moment the upper class left their beds, their days were governed by do's and don'ts.
The horror of social ostracism was paramount. To be caught in the wrong fashion at the wrong time of day was as greatly to be feared as addressing a member of society by the wrong title.
A Formal Dinner Party It was important to know whom you could speak with - especially if you hadn't been properly introduced. For a woman, being asked to dance by a complete stranger could pose an etiquette problem which might have repercussions for days.
Young ladies were constantly chaperoned. To be found alone with a gentleman who was other than family was tantamount to social death. Her reputation would be ruined and her gentleman companion would find himself the object of gossip, and most usually derision.
The established career for society women was marriage - full stop. They were expected to represent their husbands with grace and provide absolutely no scandal. Charity work would be accepted, but only if it was very gentile... sewing for the poor, or putting together food baskets.
Gentlemen had to keep track of when it was proper to either smoke or have a glass of sherry in front of ladies. When to bow and to whom to tip your hat could cause gossip if the wrong decision was made.
Members of Victorian society kept busy with parties, dances, visits, dressmakers, and tailors. Keeping track of what other people in your social class were doing was also a full-time occupation.

The People in the Middle

Being a servant in one of the grand Victorian houses was a position which would guarantee shelter and food. However, there was etiquette to be learned.
The upper class was never to be addressed unless it was absolutely necessary. If that was the case, as few words as possible were to be uttered.
Using the proper title was of the utmost importance. "Ma'am" or "Sir" was always appropriate. If "Ma'am" was seen, it was necessary that you 'disappear', turning to face the wall and avoiding eye contact.
Life was easier, though, amidst your fellow servants. Although private fraternization was frowned upon, it wasn't against the rules for those 'below stairs' to enjoy singing, dancing, and other social activities together.
Quite often the 'upper class' of the servant world, the butler and housekeeper, would put aside their lofty roles in the household and join their fellow servants in gaiety. But come the morning, they would reign supreme once again.
Having a profession was another way of being a member of the middle class of Victorian society. Shopkeepers, doctors, nurses, a schoolmaster, or parish priest were all notable professions.
Scarborough Promenade Often times, the only difference between being a member of the upper-middle and the middle class was the amount of wealth you had gathered, and how it was flaunted.
Another indicator was the number of servants you employed. Having more than one servant was a sure sign that you had money.
Sometimes, the 'uppers' and the 'middlers' would mingle. If the proper introductions could be managed, it was possible for a tradesman to receive backing from a prominent 'upper' member. With a successful business deal, both parties could increase their wealth and for the 'middler', their station in life.

The Lower Class

Victorian society did not recognize that there was a lower class.
'The Poor' were invisible. Those members of England who worked as chimney sweeps, ratcatchers, or spent their days in factories had no place in the echelon of the upper class, although their services would be needed from time to time.
The prevailing attitude was that the poor deserved the way they lived. If good moral choices had been made, the poor wouldn't be living the way they did.
The best way for society to deal with the poor was to ignore them. They were 'burdens on the public'.
There were people who cared, however. Unfortunately, in trying to help the lower class, conditions usually did not improve. Workhouses were developed, but the living was horrendous and it was almost better to be back on the street.
Being just too busy trying to survive, etiquette played little part in the poor's daily existence. But that's not to say that pride wasn't available. There was a 'social stigma' to applying for aid, and some families preferred to keep to themselves and figure out their own methods of survival.
Although Poor Laws were put into place, it wasn't until after the Victorian age ended that 'the lower class' was able, through education, technology, and reform, to raise itself, in some cases literally, out of the gutter.
Victorian society could be quite pleasant, but only depending on your financial status.

(information copied from  http://www.aboutbritain.com/articles/life-in-victorian-england.asp)

Monday, 13 October 2014

CS Blog Link

I have a seperate blog now for my CS work, just to keep everything neat and seperate.

http://hazelpagenuagad2.blogspot.co.uk/

Funny name for amusement. ENJOY!

Ideas for my game design. (Taxidermy Girl)

For my game design which I will lovingly title 'TDG' for now I will be using an idea which has been floating around in my head just before I started uni at NUA last year, the character I called Florence the taxidermy girl, she was still basically undesigned but for a few images and ideas, which makes her perfect for this project .... it saves me having to think up a basic idea and also bring to life something I've been wanting to use for awhile, I asked my tutor if I could use her and he said I could

Image taken from my own deviant art account, hence the watermark (http://heizerunattsu.deviantart.com/#/art/Magical-Taxidermy-Girl-368132109?hf=1)

Just so I don't end up just using what I have I am going to disregard most of the ideas I had about her after I note down the information I have as I am eventually going to theoretically funnel all of the ideas down until I have a polished idea for my game prototype, this includes her current outfit which is not in keeping with the times I want to research.

I will note down all the information I had created about Florence so I can take that to a crit session and see where else I can take her.

  • Name: Florence Tanner
  • Age: 20
  • Profession: Taxidermist
  • D.O.B: (thinking about the Victorian era)
  • Info: Born in a small village to a Taxidermist father and baker mother who sadly died of the pox when Florence was younger, this young lady who lives essentially in solitude carrying on her fathers tradition of taxidermy in a world where God is just starting to be challenged by Science. wanting to see more of the world from her cottage 'prison' Florence discovers a dark secret, she can bring back her taxidermy from the grave with an odd mix of potions, with her new found animal friends she feels brave enough to explore the world around her and collect all sorts of creatures to put on display and befriend. however people around her want to use this concoction for evil deeds. Can she grow fast enough to stop madness?

I have a basic idea of what I want the villain to be called, I looked up names that people thought were deceitful and Oswald was one of them, I like this name!

I want my idea to be full of meanings, so for names I chose them because of what people are as was common in the time period I am looking for
  • The meaning of Tanner is "Tanner".
  • Its origin is "English". 
  • Another meaning of Tanner is "Forest, pine".
  • Its origin is "German". 
  • Another meaning of Tanner is "Open field".
  • Its origin is "Finnish". 
As my girl is a taxidermist Tanner is quite appropriate, also the other meaning of open field is relevant for her eventual exploration of the world.


http://en.wikipedia.org/wiki/Category:Occupational_surnames
http://en.wikipedia.org/wiki/Tanning
http://en.wikipedia.org/wiki/Tanner_%28surname%29

Game Idea Jamming

On the 7th we had two sessions with our tutor George, this session was called "Design Jam", the idea was for us to be given a card with a completely random word or sentence on it and create an idea for a game within 10 minutes, and then present the game with a 30 second pitch to the group for crits and compliments. My two were "Zombie Hypnosis" and "Asteroid Tickler"



With fantastic idea drawings ;)



I found this session very good and gave me a lot of ideas on how to develop my concept for the project, and also made me think that coming up with an original idea is hard work!

----------------------------------------------------------------------------

For our next session that day we were just coming up with ideas for the design and watching/listening to a video called "Train (or How I Dumped Electricity and Learned to Love Design)." spoken at a conference by Brenda Romero neeBrathwaite.

http://www.gdcvault.com/play/1012259/Train-%28or-How-I-Dumped

 Initially (I am a little shamed to say) I wasnt paying too much attention to the video as I was trying to think of which idea to go with for my design, but once she started talking about her personal projects my attention was suddenly pricked up. and then "Train" was talked about, and I just couldn't look away.


Train explores complicity within systems. It also asks two questions, “Will people blindly follow the rules?” and “Will people stand by and watch?” - Brenda Romero
The game is a one off boardgame which is about the Holocaust and the trains that sent people to the death camps, people take instructions written up from a Nazi typewriter, and put little yellow counters into trains, the counters are slightly too big for the compartments and each piece represents 100.000 Jewish people. I've never seen anything like Train before ... I had only really thought of games for entertainment whether it was for fear or humour before. I'd never really had a game that made me think the way Train has. One of the things I learned from this video was that games don't have to be fun, they can make people cry, they can make people angry. I want to take what I have learned from 'Train' and apply it to my ideas.

Officially a Year 2 now .... Projects starts here!

First week of uni has already gone by and once again I forget to start my blog on the very first day, which is always good but I am getting better at starting these, I normally forget for a few weeks then rush to do it, so I am (sort of) getting better at timing and doing things.

Our very first project is named 'Game Design' and I am very excited for this project, even though I first felt really scared by the amount of work that comes with it.




Sunday, 28 September 2014

Research on jobs in the Games Industry

Here I will post the directed study work which is to look at what game companies expect for people applying to their companies. As the dream one day is to work for a company like Blizzard I went to their careers site and had a look

  • ENVIROMENT ARTIST - As an environment artist on Blizzard’s next groundbreaking game, you’ll inject character into environments by creating art that brings them to life in a way that is both detail oriented and consistent with the handcrafted art styles that our games are known for.

  • Knowledge of Blizzard’s unique shape language and liberal use of color will allow you to work collaboratively with a team of highly skilled artists and designers to breathe life into the world.  Your broader experience with game development and building well designed levels will help you work collaboratively with level designers to ensure that you are always putting gameplay first when it comes to developing strong, fun areas to play in.

    In short, you’ll be part of a close-knit, collaborative community of artists, engineers, and designers whose sole goal is to make a truly immersive game experience.

    So, what will be your responsibilities in this role?
  • Using concept art inspiration to create game assets that make our environments come alive.
  • Using next-gen materials and pipelines to forge assets for use in the game engine.
  • Iterate on game assets with production artists via prototyping and group critiques.
Oh, you can do that in your sleep, you say?  What are the requirements, you ask?
  • A minimum of 1 years’ experience in game development as an artist specializing in hard surface, props, or organic modeling using Maya, Photoshop, or 3DS Max
  • Exceptional understanding of next generation asset creation pipelines and tools
  • An exceptional understanding of form, shape, structure, and silhouette in regard to modeling
  • Superior eye for light, shade, color, and detail in creating texture maps
  • Self-motivation, good communication skills, and a great team-player attitude
  • Able to work collaboratively within a multi-disciplinary art team to help bring environments to life within the vision of the game design
  • Proven problem-solving / prototyping ability
  • Able to effectively collaborate with game designers and programmers
  • Understanding of the visual style of Blizzard games and a passion to push it to the next level
  • Have shipped AAA PC or console titles as an environment artist
  • A passion for video games
What else could push you over the edge and make you the perfect candidate?
  • Experience in creating visual designs that support gameplay oriented goals
  • Skill in one or more related disciplines – illustration, animation, visual effects, or technical art
  • Experience in working with outsource art studios and other external vendors
  • Experience and a passion for stylized, handcrafted art style
  • Generalist environment art abilities – Eg: experience with lighting, organics, architecture, animation
  • Good technical chops and the ability to quickly master new pipelines and tools
Submission / Portfolio requirements
  • Cover Letter is required
  • Portfolio, and / or reel demonstrating relevant artistic skills required
  • Only online artwork submissions will be accepted (e.g. website, blog or online album)
  • Must be willing to complete an art test if requested to do so

  • CHARACTER ARTIST  - Even the most iconic characters, weapons, and armor in the World of Warcraft (WoW) began life in a sketchbook. Concept artists are absolutely critical to the vision of a game and the creative process as whole here at Blizzard Entertainment. We are looking for a character concept artist to join the World of Warcraft team.  This is a hyper creative role for an artist with a playful imagination coupled with a high degree of artistic skill.  You will be expected to take a seed of an idea and flesh out all aspects of the design. These designs may include anything from weapons or armor sets to any number of creatures and bosses.  This role requires a strong sense of caricature, design, color theory, human and animal anatomy, weapons, armor and costume design, and the ability to both create in and push the WoW style.

    Responsibilities
  • Create weapon, armor, creature, and character concepts in the WoW style.
  • Work in conjunction with the 3d character artists to create a high quality asset from beginning to finish.
  • Work with the art director, character lead and character artists to expand the world of our game.
Requirements
  • Strong understanding of digital content creation tools such as Photoshop, Painter, etc.
  • Excellent illustration skills, deep understanding of composition, anatomy, color theory, values, form, shape language, and silhouette
  • An exceptional understanding of human and creature anatomy with a keen eye towards form, shape, structure, and silhouette in regards to illustration and design
  • Understanding of the distinctive WoW visual style and a passion to push it to the next level
  • A passion for video games
Pluses
  • Working knowledge 3D art techniques and software packages such as Maya, 3Ds Max, or Zbrush
  • Strong foundation in the traditional arts, including but not limited to figure drawing, landscape painting, and illustration
  • Have shipped AAA PC or console titles as a concept artist
Required Application Materials
  • Resume
  • Cover letter
  • Portfolio demonstrating relevant artistic skills
    • Only online artwork submissions will be accepted (e.g. website, blog or online album)
  • An art test may be required if the work presented doesn’t adequately demonstrate an ability to match the WoW art style

A week to uni.

A new year begins, my second year at NUA looms and I am a little aprehensive .... here comes the moment where I choose my possible future career and I still don't really know what I want to do ... stuck between Concept and Asset.

Anyway, here is the final result from my summer project for Freshers to see, I didn't really get enough time to explore what I wanted to do unfortunately the dark side of gaming dragged me into its clutch. I started to explore a little more into an old character that I want to look at more. A Biological lifeform on a Planet similar to Earth, an escaped slave for an alien race who now makes a living as a rent a kill assassin :D She makes me very happy!


I still have a long way to go with my understanding of photoshop and feel I still have weaknesses where landscapes and realistic humans are concerned, but this is probably the best piece I have done so far in my time at uni, I can see errors in this still, the armband doesn't really look like its on the arm (still struggle with stuff like that) the shading is a little off and the detail could be a little better! I do love the pose as it was kinda hard to get down right, the foot was tricky to work out in paticular!

Anyway just a little blog post updating the final result of my work.

Saturday, 30 August 2014

Year 1-2 Directed Study!


Further to the meeting this morning, the directed study period should focus in the study and application of one of the three areas of specialism listed below. These areas of study will guide your development throughout the course, and eventually, your career. By the end of year two you will be asked to identify a preferred specialism and area of study – now is the time to start exploring what that might be.

1.       Concept Art
                             Iterative design process (2D and/or 3D)

2.       Game Design / UI
                             Game design document
                             Interactive prototype
                             User Interface (UI) / User Experience (UX)

3.       Game Asset
                             Character
                             Environment
                             Artefacts
 
Once you have chosen an area of interest identify and research job roles, industry variations, and develop the necessary skills required your chosen field. Please note: You will not be duty bound to this topic forever should you change your aspirations within the course / career!

What does it take to be a Concept Artist for Blizzard?
How do studios (big / small) develop and communicate game ideas?
What are the key factors for creating a ‘AAA’ style game asset?

PAL Summer projects, gotta keep busy!

It's been a long while since I've written a blog and although it's nice to have a break, its probably for the best if I get into the habit of blog writing again. I was accepted to become a PAL, which stands for Peer Assisted Learning, ad my role is to be a mentor to upcoming First Years which gives me great joy, being able to pass on advice is always a good thing especially for people who probably felt like I did before starting Uni, nervous ... unsure of things. helping people is a very nice job indeed!

The job of a PAL was to set a Summer Project to get the firsties thinking about drawing and getting into the practise of making sketchbooks with both imaginative and real drawings with both 2d and 3d aspects! For my own project it has to coincide with the directed study set by our tutors, for that I will choose to study up for game asset creation and will make a different blog post for that another time.

For my project sketchbook I am going to do more environmental studies as I felt these were my weak-points, along with life like drawings, I will aim to explore my darker side and use my interest in the occult to create two final pieces both environmental and character design. My character designing of late has been a bit underwhelming so I hope to 'get my groove' back so to speak over the course of this month in preperation for Year 2 ... eek!

Thursday, 15 May 2014

Researching into importing, textures, baking. Oh my!

http://wiki.polycount.com/NormalMap/ The polycount Wiki was very helpful for research!

http://youtu.be/hANTXvM4V0M a video about normal mapping, very helpful!

http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/mrfMS_Baking_to_textures_and_vertices.htm,topicNumber=d30e671428 The Autodesk website has been a god send when I was stuck at home.

http://youtu.be/tb9zkYr9sf4 a video about starting up in UDK.

http://youtu.be/OH6BmcKcFwo This helped me so much when looking to create a water terrain.

http://youtu.be/EtR-4vA6wAg another great video about importing terrains, although I didn't use this method I found it very helpful to watch for future projects.

https://forums.epicgames.com/threads/708414-Exporting-a-level-from-Maya-to-UDK the epic forums are so helpful when stuck.

http://download.autodesk.com/global/docs/maya2014/en_us/files/Painting_in_2D_Create_seamless_repeating_textures.htm information about creating repeatable textures, so helpful, again the autodesk website it awesome.

Saturday, 3 May 2014

CS work, Haroun and the Sea of Stories!

Well it feels weird writing a post about my CS work as this will be my first, but this one is different as it's the first CS project that won't result in an essay (phew). We were assigned to read Salman Rushdie's book, Haroun and the Sea of Stories. for our presentation our studies should explain.

"1. What is 'Haroun and the Sea of Stories' really about: can you show that meaning through selected quotations?
2. What has influenced your choice of characters?
3. What factors have influenced your design? - Refer to the presentation slides entitled 'Representation' on the VLE for contextual, structural and visual frameworks for analysis.
4. How will your characters give a player a fun and interesting experience?"

As I read through the story I was drawn to 'The Gardeners, in the story they are described as hairdressers of the Sea of Stories, unknotting, cleaning and generally taking care of the stories. I was drawn to the character of Mali because of the way he is described as having a purple flower for lips and having a body made of weeds/vegetables. I took the character of the Gardeners and interperated them to be like Psychologists or some form of Psychiatrists, with the way that they don't speak much but have quite soft voices, also that they sort through stories.

I have a mental image of how I would like to represent the Gardeners if they were going into a video game, but I am also trying not to be influenced by 'flora/fauna' style characters already in games. For the mouth of the Gardener which is described as "a lilac coloured flower positioned in it's head where a mouth should be" I decided that if I was running with the Psycologist/Psychiatrist idea that the flower should be one associated with calming, so I looked up Lavender and the colour purple.


"Purple combines the calm stability of blue and the fierce energy of red. The color purple is often associated with royalty, nobility, luxury, power, and ambition. Purple also represents meanings of wealth, extravagance, creativity, wisdom, dignity, grandeur, devotion, peace, pride, mystery, independence, and magic.
The color purple is a rare occurring color in nature and as a result is often seen as having sacred meaning. Lavender, orchid, lilac, and violet flowers are considered delicate and precious.
The color purple has a variety of effects on the mind and body, including uplifting spirits, calming the mind and nerves, enhancing the sacred, creating feelings of spirituality, increasing nurturing tendencies and sensitivity, and encouraging imagination and creativity."

Lavender has been used to calm and soothe nerves for years, also it is long and looks mouth-like, I would divide along the stalks to create an opening mouth that is lilac in colour. For the body I will try to make a smart outfit out of vines, I don't want him to turn out weird looking as I want the audience to feel like the character has a serious role but still looks fun and engaging. I don't want him to look like this!


or this!

 
For now I am still trying to figure out the hidden meaning in depth, I feel quite outsmarted by a childrens story :S

Friday, 25 April 2014

More Screenshots

The castle is just about finished, just a couple more items to add, feeling really good about this, was panicking at the start of the week worrying I wouldn't finish, that I would be FAAAAR behind everyone, but just a few days hard graft and my castle is on the brink of being UVed, I'm not too comfortable with doing this but as a lot of my objects are repeated and pasted it shouldn't be too hard!




For some weird reason even though they were all placed in the same equal spot the towers which should have all aligned, didn't. I had to move the two left towers in a bit so the all lined up, this won't affect it in the long run, it just makes everything look neater :)




 


Taking shape, and a Brazen Bull.

Everything is starting to finally look ready for UVing, there is still a little to do as far as accessorising goes, the thing I think sets my model apart is the fact that the objects around it add more to the castle and as such I want to make these look as good as the castle does, if they don't the castle loses a major part of its theme.


I really wanted to do a Brazen Bull in my castle, although not typically a Russian/Eastern European method of torture I wanted to add one in to fit with the torture and criminal theme but to add depth to my character who I want to appear as a rich and knowledgeable woman who reads about the wider world. Here is a little info on the Brazen Bull.
"The Brazen Bull, sometimes known as the Sicilian Bull is one of the cruelest methods of torture and execution out there. Designed in ancient Greece, solid brass was cast into the shape of a hollow bull, with a door on the side that opened and latched. To begin the execution, the victim was placed inside of the brass bull and a fire was set underneath. The fire was heated until the metal was literally yellow, causing the victim to "roast to death". The bull was designed so that the screams of the victim would come out sounding musical for the enjoyment of the executioner, the inventor of this form of punishment ended up being executed inside of the Bull."
 I was a little worried about how I was going to create this item, but fortunatly there was a ready made bull in Mudbox that I exported into Maya, although it up my polys I was very glad to have a ready made item, I made the horns a little wider and made a 'hatch' on the belly and made a hollow tube shape underneath it for the fire pit. I placed this item underneath the fake door near the top of my castle, the idea is that prisoners inside would somehow get free, find a door to knowhere and look down, only to see the bull. I wonder about my imagination sometimes :/

 

Thursday, 24 April 2014

Seeing a few improvements.

I still don't understand Maya .... so many buttons .... BUT, I can see myself getting a little better each time I go to do my model, I know I am a little behind everyone else in my group and my progress is a little slower, but I am okay with that. playing the mental game with myself is still difficult, I do have a long way to go, but again that's okay! Opening Maya doesn't scare me so much now and every time I create something I get a little jolt of joy!

Here are some more progress screenies, nearly there! I still need to make it a little more 'built up' looking like the Winchester Mystery House does. Making things look good but from different styles is tricky but not impossible now. I think my Castle does look like a bit of a mockery to the aspects of the style of the building, seeing as a lot of the Russian Architecture featuring onion domes are buildings of Religious purposes and my Castle is a torture building, but still features its Crosses and signs of Christianity. I love it!



And just for giggles, creating the Gibbet with the model inside created a rather 'Han Solo in Carbonite' effect.

Monday, 21 April 2014

Maya Screenies.

Here are some of my Maya progress screenshots, this was my first attempt. It was all going well until I realised that one, I had stuck the domes on too soon and they were all in centimeters instead of meters, and I could not get them to scale right .... so deleted that one! Although I did learn how to make a Gibbet which was fun!


Next attempt went better, got the scale right and the scale man actually looked less like giant Ant-Man. Huzzah everything seemed to be going well (for 4 hours) up until I was trying to create edges along the floor levels of the castle. I accidentally deleted two REALLY important edges without realising it and no matter what I tried I could not get them back in, lesson learned however ... CHECK EEEEEVERY LINE BEFORE DELETING ANYTHING! EVER!



On the third try I tried to keep simple as possible so I wouldn't get frustrated with the program (which I had to uninstall/reinstall at this point) as it was being rather glitchy. I took my time and got the castle sorted and the turrets/domes all sorted ready to make more beautiful. Next thing to do is add the windows and sort out the balcony, then do the bridge. So lots to do :)

 


More Mind Maps.

As the title says here a couple more mind maps for addictions to my castle. I love the idea of a portcullis on my castle, if it is going to be such a terrible torture building then it would need to repel enemies and lock people inside, so bars on the windows and portcullis's to make sure if people don't leave. Also looking at balconies for ideas for my blood bath platform.



Thursday, 17 April 2014

Turrets and Onion Domes

I have started a few drawings and colour tests for the onion dones and the turret colours to see how the colours will look with darker brickwork as I was told by my tutor that this could be a tricky thing to pull off depending on how dark I made my castle with the ideas I had.

I started by creating a 2D basic onion dome then tried a couple of colours, tried a golden dome, then tried a coloured one. I like the idea of having the two different styles as across Easteren Europe they have different variations of the domes.



Trying out different styles of Onion dome, with the panels that are different colours and bump out more. The golden one will be completely flat round with no features sticking out.


I tried drawing a perspective view of the bridge linking the turrets. I like the thought of the turrets actually being used as part of the castle, I'm thinking of these being the four separate torture chambers, so each of these will have different stained glass colourings to reflect these different rooms of torture.


I like the bright colours with the sandy coloured rock. I want to use a darker version of Limestone such as Volcanic Limestone. There is a Volcano called Kara Dag Mountain which rises to a height of 577 meters between the Crimean coastal town of Koktebel.


Practising here trying to work out how to draw the ice-cream cone style domes, it was more complicated than I thought so I don't know if I'm going to be able to replicate those in Maya with my skill level. Maybe I will be able to do these as flat domes and then place a pattern on the top that is shaded to look 3D.


Tried another view of the castle in photoshop. I might add an extra turret and dome in the center that will be the golden one.


Then I got bored and started drawing a face and got distracted so decided that was it for the night.


Little bit of progress!

So long since my last blog post, life is a drag and I have had no inspiration or creative mind. I have taken pictures of the basic plans for my castle. Will have to draw up some versions to add colour for when I add textures and effects.


Front view.


Trying to work out how the bath and the blood fountain will look and work


Front of the castle and top view. Also a gibbet I will have dotted around the castle.


and a different version of the bridge