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  • Year 1 Modules
    • Semester 1
      • 400573 – 3D Asset Design
      • 440946 – Intro To Game Engines
      • 440947 – 2D Art for games
    • Semester 2
      • 400572 – Team Project
      • 440948 – Introduction to Motion Graphics and Animation
  • Year 2 Modules
    • Semester 1
      • 500730 – 3D Character Design
      • 551307 – Creative Business: Pitching & Design
        • Biz – Portfolio
      • 551309 – Level Design
    • Semester 2
      • 500728 – Professional Practice
        • Class Work
        • Development Log
        • Team Project
      • 551308 – Rapid Prototype Design
      • 551310 – 3D Character Animation
  • Year 3 Modules
    • Semester 1
      • 601166 – Visual FX & Post Production
      • 661893 – Digital Storytelling
    • Semester 2
      • 601164 – Designer Self
      • 661841 – Immersive Design
    • 601165 – Major Project
      • Proposal
      • Development Log
      • Practical
  • About Me & Contact
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Fraser Ibbotson - 647603

  • Home
  • About Me & Contact
  • Biz – Portfolio
  • Fraser Ibbotson – Graphic Design Portfolio
  • Industry Portfolio
  • PPD
  • About Me & Contact
  • Biz – Portfolio
  • Fraser Ibbotson – Graphic Design Portfolio
  • Industry Portfolio
  • PPD

Author: ibbotson2020

500730 – 3D Character Design – Production – Torso

Oct 9, 2021ibbotson2020500730 - 3D Character Design

:: Pre- Production :: My character is meant to seem starved and week, thus I used references of anorexic torsos in order to create this effect (REF.1 & RE.2). I also pondered giving the character a pigeon chest (REF.3), however do not know as of yet whether this is something that will be needed when…

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500730 – 3D Character Design -Production – Body Blockout

Oct 8, 2021ibbotson2020500730 - 3D Character Design

There are two methods to create a basic body shape for character design. I can either use Zspheres within ZBrush itself to create a mannequin, or I can create a body blockout in Maya, and then export the model into ZBrush to be further sculpted. I intend to create the various body parts separately, then…

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3D Character Design – Week 2 – Pumpkin

Oct 7, 2021ibbotson2020Uncategorized

In week 2 we were experimenting with masking, dynamesh and poly painting. We were asked to create a pumpkin in the spirit of Halloween. I wanted to make something that would represent what a child might interpret a pumpkin to be, while at the same time making the design so over the top it would…

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500730 – 3D Character Design Pre -Production – Visual Style & Colour Design

Oct 7, 2021ibbotson2020500730 - 3D Character Design

I intend to make my character appear beaten and sickly. A large part of doing so will be the cool colour pallet I use. In my research on how to achieve this I found a skin condition called ‘Argyria’ which is where a build-up of silver in the body gives a person grey or silver…

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500730 – 3D Character Design – Pre-Production – Body Style & Character Personality

Oct 7, 2021ibbotson2020500730 - 3D Character Design

:: Body Style :: I don’t want to simply make a 3d fan art character, and as the few descriptive quotes of the character found in the books used as reference are very scarce, I am free to alter the character to my hearts extent. In the books the character is simply a female body,…

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500730 – 3D Character Design – Pre-Production – Initial Response & Character Description

Oct 5, 2021ibbotson2020500730 - 3D Character Design

Going into this module I was quite interested in making some kind of human creature hybrid character. This was both because it would make for a visually interesting character but also I feel as though by using animal part the character will be also interesting when I go on to animate it next term. Over…

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Level Design – Week 1 Task – Unreal Experimentation

Oct 3, 2021ibbotson2020Uncategorized

For week 1 I was tasked with showing the knowledge shared in this week’s lecture in a simple level blockout using unreal engine. I wanted to make sure to include as much verticality as possible in my level. I imagine the level as a simple battle arena, with two walkways and a middle close combat…

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551307 – Creative Business – Mood-board & Logo Creation / References

Sep 30, 2021ibbotson2020551307 - Creative Business: Pitching & Design

Here I will explain the thought process behind the assets in my video which are sourced elsewhere as well as reference them appropriately at the bottom of the page. :: Industry Mood-board :: I chose the game industry for my project as I find this industry particularly exciting as a rapidly growing and still young…

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3D Character Design – Week 1 – Zbrush Experimentation

Sep 30, 2021ibbotson2020Uncategorized

For the initial week I was tasked with simply experimenting with different brushes in maya. I wanted to create some kind of alien face with exposed bone structure, similar to the ‘Kett’ design from ‘Mass Effect Andromeda’ (BIOWARE, 2017). I started with a sphere and used the move brush to create the extended chin piece.…

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400572 – Team Project – Week 11 – Game Link & Parting Thoughts

May 10, 2021ibbotson2020400572 - Team Project

https://invalid-input.itch.io/mansion-mania This week development of the game finished, and with it I can present how my environment looked once placed into the final game build. From the screenshots above you can clearly see that something didn’t go according to plan after I handed the unity files to the group. The final environment is not finished,…

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