The Family Tree: Week 6

This weekend I was at a convention so I did not get as much as I would’ve liked to have gotten done. However, I did model an extra piece of vegetation for our scene and looked at colour schemes and colour insiration for our scene.

Bird’s Nest Fern

bird's nest fern

The bird’s nest fern gets its name from the fact that the centre of the fern looks like a bird’s nest, it grows on other plants and organic material and thrives in low light. I decided to try and model this because of its name. However, due to the wrinly nature of the leaves and the waves in them I couldn’t use my normal techniques. And with the help of Alec I managed to work out a way to get the leaves to twist and bend without clipping through the mesh.

fern death.png

Colour Inspiration

I looked at several mediums which contained the colours or colour schemes we may want to use. We had previously agreed on pastel tones.

Steven Universe

Steven Universe has an extremely refreshing colour palette. They never use dull colours, the colour work is simply beautiful. Easy on the eyes and relaxing I felt that Steven Universe wuld be a good place to find inspiration for our scene as we are trying to create a light, easy on the eyes scene. We wnated the scene to have that beautiful paste aesthetic with refreshing colours to signify a new life. Pastel colours are often used for baby clothes and items steered towards young children so this also influenced our decision.

Monument Valley 

Monument Valley is a mobile game, where the user figures out puzzles with perspective to advance. I was looking at this particular game because at the atrt of the sunset in our beginning scene we wished to have a purple tint to the scene and I felt that the use of colour in Monument Valley would give us an idea on how to incorporate this into the scene, and how to match colours to the lighting.


(I do not like love scenes, but the lighting in this scene is gorgeous)

Avatar has already been mentioned in previous posts, however once again we looked at the glowing plants and the blue tint that the entire movie had and how the colours were reflected and how they interacted with that light.

Charlie Chalk

Due to Charlie Chalk being the main inspiration for the art style we were going for, it only seemed right to look at the colour scheme as well. And this actually turned out to be our favourite. The use of lightened primary colours and slight pastel tones gives Charlie Chalk a very childish atmosphere and is nostalgic as it has the colour pallette of all big tubs of chalk which I used so much as a child in my back garden. Overall, it just warmed my heart and sat well with the scene.

Alistair had already set up the scene by this point, so he set to work colouring it.

Team Blogs: Alistair, Nuala and Bradley.


ART ‘n STUFF. N.p., 2017. Web. 11 May 2017.

), Webspring. “Asplenium Nidus – Birds Nest Fern – Fronds New Zealand, Suppliers Of Native New Zealand Ferns, Nz Plants, Nz Trees, Nz Shrubs, Landscaping Ferns, Nz Ponga, Nz Ferns, Exotic Ferns, Nz Tree Ferns, Nz Ground Ferns, Nz Ponga Pots, Nz Ponga Troughs.”. N.p., 2017. Web. 11 May 2017.

“Cite A Website – Cite This For Me”. N.p., 2017. Web. 11 May 2017.

Fern, Bird’s. “Bird’S Nest Fern Plant: How To Care For A Bird’S Nest Fern”. Gardening Know How. N.p., 2017. Web. 11 May 2017.

“Monument Valley: An Ios And Android Game By Ustwo”. N.p., 2017. Web. 11 May 2017.

Life Drawing: Week 9

Our final class before the Easter break was challenging.

Once again we started with the 1 minute warm up drawings. I was impressed, looking back, by how much more fluid my lines look. My perspective is also imporving although I have not been focusing on it as much as I should’ve been. Its amazing to seee the progress and I am very happy.

We then attempted the dreaded sitting positions again, only with focus on the hands, if they were in our sights. However, although I struggled, I wasn’t dissatisfied with the work I produced. I was rather happy with it. I saw my improvment from previous weeks which I feel is one of the most important parts of this class.

We do have an assignment, however I shall make a separate blog post explainng it.

Life Drawng: The Head

Paying another visit to my favourite anatomy book, ‘Anatomy for the Artist’, I worked on learning the skeletal structure of the head following previous abyssmal life drawing class attempts. However, this week I had a little motivaton collapse and so I could only push myself to do so much, even if its not a lot, I’m still desperate to learn.

The Family Tree: Week 5

Whilst I worked away on creating models for the environment, I will admit that my maya knowledge was behind that of Nuala‘s, Alistair‘s and Bradley‘s, however I am proud of the models I have produced thus far an I feel as though I have been useful to the team.

The river reed was simple, however it still took me a little while to work out how to use the curve tool to create a smooth curve. Once I had worked this out however, it became a lot easier for me to complete the model. This was because the thicker part of the reed was made in a similar way only thicker with a more rounded bottom and flattened top. Whilst simple, I think it looks clean.

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River Reed

Once again, although this appearas simple I did find it difficult to extrude the top faces, as I couldn’ work out how to get the edge loop to work on the top face. However, I eventually managed to work it out and made some tweeks to the edges in order to give it a clean finish.

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Lily Pad

I started and restarted this flower, so many times. However the effect that I eventually achieved was worth it.  I used the tutorial I showed in the previous blog post to create the basic petal shape and then duplicated and positioned each petal so that it would take the shape of a flower. This flower was detailed and it took me a number of hours so I’m glad it turned out so well.

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Water Lily Flower

Pictured above are my models, which took me longer than I had hoped.

We all helped to design the Mama Bird, I also took some inspiration from the bird’s in ‘For the Birds’, ‘Owl’ in ‘Winnie The Pooh’ and ‘Archimedes’ from ‘Sword in The Stone’ to hep with the basic shape of or Mama bird:

Alistair was modelling our baby snake and Mama bird, Nuala modelled our baby birds and Bradley was experimenting with rigging and lighting with temporary envirnments and bird models.

We hope to have a sunrise to open our scene. This will be achieved by  parenting a light to a locator in the scene, and rotating and key framing the locator to create a sunrise.

He also experimented with rigging the face and explained the basics of it to us, but honestly I’m a little lost on exactly how it works, I only know how to operate and animate using the controllers, however I am confident in my ability to do so.

Life Drawing: Week 8

We started off again with out one minuet warm ups. I feel like I’m really beginning to get the hand of the fluidity in these quick poses. I thoroughly enjoy the warm up exercises each week as it gives me a chance to focus solely on capturing the movement of a person.

We then began to focus on the head again. Our lecturer showed us techniques on how to  simplify the head by putting it into a cuboid. We also use a squashed circle as the base for the skull. Using the lines of the cuboid as the template for the temples and the horizon line the line for the eyes, we attempted to draw our models face! Unfortunately I don’t think my attempts were very good, however I’m going to practice and hopefully improve.



Life Drawing: Hands and Feet

So this week I revisited my favourite book ‘Anatomy for the Artist’ and taught myself the skeletal structure of the hand. I also looked into creating tension in the oses, however I feel like I failed in that aspect. If I get the chance I’ll ask my lecturuer how he supposes I tackle this.

I was so caught u in understanding tension and the skeletal structure that I only left msyelf a small amount of time to do the animation task, and only drew two frames.

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The Family Tree: Week 4

This week I researched various plants which I considered modelling and begn modelling.

First off though, I modelled some simple tree designs to flesh out our forest with.

tree1tree2 - CopyTree3

This was inpsired by the circular deisgns used in Charlie Chalk. Although simple my group seemed to really like them.

Then I began researching different plants which we could put into our scene.

Amorphophallus Titanum

Amorphophallus Titanum.jpg


This plant is a large flowering plant, known as a carrion plant, for its odor which smells like a rotting corpse. I don’t think we will end up sing this plant though, its a little pointed for our taste.

Rafflesia Arnoldii


Another type of carrion plant, is the Rafflesia Arnoldii, which is the largest plant in the world, but also extremely endangered. They look rather comical and round, almost bouncy, and so we thought it world fit the tone we were going for in our animation.



Are carniorous plants situated in warm climates. They have the power to dislodge rain drops, causing the lid to snap shut and trap ants sheltering underneath into the acidic liquid stored inside them. Despite their carnivorous nature, we thought their design was appealing.



Whilst Orchids aren’t as exotic as the plants above they are extremely beautiful and in the language of flowers, it is the chinese symbol for many children.

After finding out that Alistair was also looking at these plants, I focused more on water based plants.

Water Based Plants

River Reeds


River Weeds look like corn dogs, however what captured my attention was that they are commonly seen around river banks, offering cover for more vulnerable creatures. I also like how soft and round they look.

Water Lilies


I was concerned about the lack of ‘pretty’ flowers we had in our scene. So I loked at our river and decided that it might look a little bland without the addition of a few water baswd flowers. Water lilies not only fit the aesthetic of our scene, they also filtered the water so that the water remains crystal clear which we want our river to give the appearance of.

Whilst I started dabbling in terms of making these models, I kept running into problems until I found this quick and easy tutorial, which I could easily manipulate into my own shaped leaves and creations.

Head Model Artists

I couldn’t think of a pun that would make sense.

Continuing with my artist research for the head model.

Isaa Coster

Isaa Coster is an artist with a fascination of all things mechanical. You need to scroll down his website a little before you find any head of human models, however they are definitely worth looking at. Clean models and iticrite detailing. His work is phenomenal.


He’s also posted some tutorials on his website, and although I love his stuff I’m not sure how much inspiration I can pull from his work, due to the mechanical nature of  lot of his models.


Frank Tzeng

Frank Tzeng is one of the lead character artists at Naughty Dog. He most noted for his work on the character models in Uncharted 4. I decided to look at modellers who have a more realistic style as a lot of the artists I have looked at thus far would be rather stylized.


As you can see from his artstation his work is very realistic. His understanding of the software he uses allows him to create wrinkles and hair to a very high standard. So much so that I often can’t tell whether cosplay images are real people or reference images from the game.

Frank Tzeng.jpg


Life Drawing: Week 7

Today we switched it up a bit, using penicl instead of conté, little did we know the horrors today held.

We started as normal, with the warm up sketches lasting 1 minute each. Once again I choose to focus on the shapes makeing up the person more so than the silhouette.

But then the horror struck! We were going to be tackling hands! I am always reluctant to draw hands, I am always afraid of them. Its something I have to tackle. However, they don’t seem too daunting after today’s class. Our lecturer simplified the mehtod of drawing the hands into a mix of cylinders and cuboids. In the end I am still dissatisfied with my work but I feel proud of getting over my fear of attmeping them.

Luckily our homework is to draw more hands, so I’ll get plenty of practice!


Spooky Scary Hands

For our homework in life drawing, I have to draw hands and creat ana animation.

I like to understand the underlying structure of hands over just blindly drawing a shape without an understanding of its underlying structure. And so I started by looking at the bones of the hand.


The hand is comprised of three parts:

  1. Carpus
  2. Metacarpus
  3. Phalanges

Carpal Bones

These are arranged below the forearm int wo rows. Starting from the thumb side, the following bones are found in the upper row:

  1. Scaphoid
  2. Lunate
  3. Triquetral
  4. Pisiform

The lower row are:

  1. Trapezium
  2. Trapezoid
  3. Capitate
  4. Hamate

The largest bone of the wrist is the Capitate. The hamate bone has a hook-like pricess projecting on its palmar aspect. The bones of the upper row form, by their peculiar articulations, a concavity resembling an excavated joint surface which surrounds rhe capitate.

Metacarpal Bones

There are five metacarpal bones. They become gradually larger as they get cloer to the thumb and form a united mass. The thumb’s metacarpal bone differs from the metacarpal bones in the fingers in regard to form and poisiton, it is shorter and thicker than the others.


Each finger consists of three phalanges, whilst the thumb only consists of two. They are unqual in length.

Sesamoid Bones

Two small bones opposite the head of the metacarpus of the thumb. There are sometimes similar bones opposite the heads of the other metacarpal bones, particularly the second and the fifth.

The Joints and Movements of the Hand

The movements of the hand are various. It can be flexed, hyoerextended, adducted and rotated. The function of the carpo-metacarpal joints is not unifrm, as the thumb moves differently from the fingers. The joints of the fingers are rigid, whilst the thumb has a saddle-like articular surface, giving it more mobility.

Joints and Movements of the Fingers

The articular surfaces of the metacapro-phalangeal joints are, in the three-phalangeal fingers, sphereical and cylindrical, allowing these joints to flex, extend, adduct, abduct and even rotate. The articular surfaces of the two interphalangeal joints are cylindrical; thus they represent hinge-joints.Between the two phalanges of the thumb there is a hinge-joint, allowing movements in one plane only.

A Head of the Game

This week we were given our final assignment by Alec for our Imaging and Data Visualisation Module. We have to create a 3D model of our parteners head.

Although I love realism I also love stylised so I was relieved to hear that we could go either way with our models, as long as the stylised version was inspired.

I decided to do some research into some 3D character modellers and head sculpters.

Eugene Fokin

Eugene Fokin is a senior character artist at Ubisoft. If you go onto his artstation, you will find that his page is littered with head models.


He has worked with several game companies over the years, and you can see that with every change he has learnt something new. However, his style has not changed.


Despite the more advanced textures and more realistic sculpting, you can still see that element of his own style coming through. Its real but its not real. And I adore how over the years he hasn’t lost that unique style.


He is proficient in many softwares as can be seen by his resume on his website. Honestly I don’t even know what half of them are, however his main sculpting tools would be Maya and Z Brush, It makes me excited to ee the things he creates. But also to curious as to how he gets such clean models.

Hai Phan

My name is Hai Phan, and I am a character artist currently based in the southern California area, USA. I’ve always been fascinated by fictional worlds, and helping create believable experiences is gratifying work. Although the focus of my work is often characters, I enjoy and appreciate all aspects of interactive art.

A completely biased choice as he worked on one of my all time favourite games ‘Overwatch’. He modelled the heads and bodies for several characters from the game as seen on his artstation.


I love how stylised and polished his work is and could honestly look at it for days. However, along with his professionl work he does do a lot of personal projects as seen on his website.


He even does tutorials! Some are free and some you hhave to buy but they look as though they’d be extremely useful. He even posts them on his youtube channel!

I feel like this tutorial will be very helpful even if its for a more intermediate level of Maya practioners. He as well has a great artillary of software under his belt, but the ones he views as most important are Maya, Z Brush and Photoshop (Need to up my photoshop game).

Here is an interview with him:

Adam Sacco

With over 5 years experience in the geming industry, Adam Sacco has found that creating 3D characters is the most rewarding for him. I do not know much about this guys work, as I haven’t played the games he has worked on. Hoever, his work is phenomenal.


On both his artstation and his website you can just feel the talent oozing out. He can do both rrelaistic and semi-realistic designs, using the impressive array of tools he has mastery of.

adam-sacco-3d-yolandi-visser-12 (1)

His work is simly stunning, and if you had shown me a render of his Yolandi model, I would’ve thought it was a picture.