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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 2 - 1 Art Bible_frames_transcription.json ADDED
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+ {
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+ "text": " Hey everyone, welcome back. So in this video I wanted to cover how I actually start my project ideas and how I come up with the concept for what I'm going to create for my personal work. So usually it will start in one of three ways. I'll either start with concept art, reference, or I'll generate my ideas from imagination. The idea for this particular project came a little bit from a combination of imagination and also looking back into my portfolio for some of the work that I've created in the past. So I created a series of work using Substance Designer to create Substance Planets and I wanted to transform that idea into a slightly different project that was more prop focused. So that's how it started and then it developed once I got more reference and concept art and other things as well. So usually when I'm starting a project, I'll start with what's called an art Bible, which we're gonna go through in this session. So what is an art Bible and how is it useful? So in this particular case, what I use an art Bible for is defining the project idea coming up with the reference and the overall mood of the project. It's a tool that's often used in studio environments to define the overall artistic vision of a project and work out all the elements of a game that you might be making visually. So that's what it's generally used for. It's really useful. I find it very useful. If I'm going through the project, I can return back to the art Bible at any point. So if I get into the project later down the line and sort of get an idea for where I am and what my headspace was when I came up with the idea of the project, It's useful for setting the objectives and what you're going to learn from the project and getting that down on paper really quickly, setting the style and the mood boards and the reference that you're going to be using for the project. So that's how I find it useful. So the first thing I'll do in a project typically is define the goals for the project. So in this case, this is split into what do I actually want to get out of the project, what am I aiming for, and then also the output. So in this case on the left hand side, this was an overview of what I was planning to achieve. So I wanted to basically make this into a personal project which could potentially develop into more of a series similar to my substance planets and inspired by the work I did before. I knew I wanted it to be a smaller prop focus portfolio asset. I wanted it to demonstrate good modeling techniques with complex shapes and forms. and I wanted the texturing to be realistic and have lots of detail. So that was the initial pitch for the project. I knew at this stage as well that it was likely to have some sort of animation focus, and I wanted to capture that in videos of the asset actually transforming. I wanted to also have nice 2D screenshots which could show interesting detail in both collapsed and deployed forms. And then ultimately this would become a tutorial. So it was a CGM class with feedback and Q&A. For the tutorial, the aim at the start here was to have a prop focus tutorial that would become a free YouTube series. And generally my objective was to give students something fun and exciting to work on, but also to appeal to different skill levels. That was the aim of this particular class. So after the goals are defined, I try to create a bit more of a specific breakout page where I'm talking about the ideas for the project. At this stage, I'll generally gather inspiration from 3D art and concept as well as reference. Usually this is just as an inspiration to try to get ideas down and I'll usually make a more detailed reference board later on. At this stage, I also just get my notes down here. I wanted the asset here to have two different forms. It would have a more simple primitive shape like a cube or a sphere, and then it would deploy from that shape into the robot or the animal mech that you can see here. At this stage as well, I really liked this idea of having an ecosystem contained within the actual prop itself as well. So I did this kind of idea with the substance planets before, but that was much more external on the outside of the planet, whereas this was definitely more of an internal idea. I thought that it could be cute and fun and based on nature and animals to grab that real world reference, otherwise it can be difficult to relate these types of things unless you have real world reference. And so I was thinking very much about what would make this unique and cool at this stage. What is it going to, how is it gonna stand out? I knew I'd also have it rigged and animated for presentation as well. From this, I'll then start looking more into a mood board. This is just to get the general feeling of the project idea across. You could also sketch out ideas as well if you find that's helpful, but usually I'll tend to just start reference gathering concept images and 3D reference and building Pinterest boards. Just getting a general idea and feel across for the project I want to create. Next, I'll grab external references. So this can be CG artists or concept artists, photographers and different artists that inspire you or have work that could be really helpful when it comes to the type of project that you're trying to create. So usually just grab a list of different artists and I'll save the links to their portfolios or I'll take a look at their work and use that to inspire my reference boards as well when I start building things later on. I'll also have a think about movie and TV references, so that can be films that inspire different TV shows that you find helpful. And then the same idea for games as well. So if there's particular video games that you've played, certain types of props that you see in those video games that can be useful. That's all really helpful stuff that you can use as reference and inspiration when you're thinking about your project. Next I'll start to think about the style of the project. So, so far it's been all about the idea and how I'm actually thinking about what I'm gonna create. The next I like to break down, what is the style of the project? So is it stylized? Is it realistic? General notes about things like the shape language and the silhouette, that type of information. So in this case, I wanted everything to have this sort of soft, Boolean shape feel where things are cut away from each other. I wanted to have pretty soft beveled curves. So you can see in some example references here that we have really smooth shapes with large bevels. That's the idea I wanted to get across. I wanted the majority of the silhouette to feel pretty rounded, like you can see in these examples as well. Generally, I would have sharp angles, but try to keep them smaller and not impact the profile of the silhouette too much. Try and have everything mostly flow together and soft shapes. And that definitely gives more of a retro feel. And those forms being more circular and rounded definitely gives that sort of feeling, right? I'd also think about material definition and just the general look to how I want this prop to feel. So at this stage, I knew I wanted things to be more stylistic in the silhouette, so more rounded shapes and things like that and have a particular style to it. But I generally wanted to have realistic material definition. so that could be a sharp sort of scratches and metal edge wear and dirt build up and things like that. I didn't want those to feel more hand-painted or stylized. I wanted to get across the big, medium, small feeling, so large shapes with small details, always thinking about that hierarchy of large to small details, making sure I'm covering that as far as my prop is concerned. And just generally having a good design language when it comes to those types of details, making sure I reinforce the same details across different areas of the model. And here are some further examples. So this is a bit more of another mood board that just shows some of those ideas with some props and concept art, different 3D models and things of the type of look I wanted to go for. So again, this isn't being used as actual direct reference when I'm modeling. This is purely just to get the idea across. So I'm thinking about this as an inspiration. So I wouldn't be looking at this necessarily for reference, just mostly to communicate my ideas as far as the art Bible is concerned. And finally, I start to think about lighting and presentation. So when I've actually built out the model, how am I gonna present this? How am I gonna get this feeling across? So generally with prop models, I tend to present them in similar ways. And this is something that I just have built up over time. I got a sort of feel for how I wanted to present stuff. So in this case I wanted a clean simple presentation style like you can see here a Simple background not too complicated in this particular case And this is just for presenting the model itself And then I would usually for props I would tend to lean towards a three-point lighting setup So that would be using the key light the rim light and the fill light which will cover in more detail as we get into the into the class And then I would like to be able to just display the animations and renders in consistent lighting So everything feels like it's part of the same project, right? We don't have really dramatically different lighting and renders and things like that so that's the idea and I wanted the shadows to feel a detailed and sharp but also fade off to be soft at distance so you get that sort of feeling in some of these renders where depending on the light distance you can see that the shadows would start to soften up the further away from the object that they are. And then I generally like to just have smooth gradients or colors in the background if I'm doing a simple presentation because the focus here is about the prop and showing off the modeling and the texturing and not necessarily having a background that could be too distracting. And then I wanted to just match the kind of cleanness that we're going to see in the actual presentations from CGMA as well. So that was just an idea of how I could make that all feel like it's part of the same sort of look",
3
+ "segments": [
4
+ {
5
+ "text": " Hey everyone, welcome back. So in this video I wanted to cover how I actually start my project ideas and how I come up with the concept for what I'm going to create for my personal work. So usually it will start in one of three ways. I'll either start with concept art, reference, or I'll generate my ideas from imagination. The idea for this particular project came a little bit from a combination of imagination and also looking back into my portfolio for some of the work that I've created in the past. So I created a series of work using Substance Designer to create Substance Planets and I wanted to transform that idea into a slightly different project that was more prop focused. So that's how it started and then it developed once I got more reference and concept art and other things as well. So usually when I'm starting a project, I'll start with what's called an art Bible, which we're gonna go through in this session. So what is an art Bible and how is it useful? So in this particular case, what I use an art Bible for is defining the project idea coming up with the reference and the overall mood of the project. It's a tool that's often used in studio environments to define the overall artistic vision of a project and work out all the elements of a game that you might be making visually. So that's what it's generally used for. It's really useful. I find it very useful. If I'm going through the project, I can return back to the art Bible at any point. So if I get into the project later down the line and sort of get an idea for where I am and what my headspace was when I came up with the idea of the project, It's useful for setting the objectives and what you're going to learn from the project and getting that down on paper really quickly, setting the style and the mood boards and the reference that you're going to be using for the project. So that's how I find it useful. So the first thing I'll do in a project typically is define the goals for the project. So in this case, this is split into what do I actually want to get out of the project, what am I aiming for, and then also the output. So in this case on the left hand side, this was an overview of what I was planning to achieve. So I wanted to basically make this into a personal project which could potentially develop into more of a series similar to my substance planets and inspired by the work I did before. I knew I wanted it to be a smaller prop focus portfolio asset. I wanted it to demonstrate good modeling techniques with complex shapes and forms. and I wanted the texturing to be realistic and have lots of detail. So that was the initial pitch for the project. I knew at this stage as well that it was likely to have some sort of animation focus, and I wanted to capture that in videos of the asset actually transforming. I wanted to also have nice 2D screenshots which could show interesting detail in both collapsed and deployed forms. And then ultimately this would become a tutorial. So it was a CGM class with feedback and Q&A. For the tutorial, the aim at the start here was to have a prop focus tutorial that would become a free YouTube series. And generally my objective was to give students something fun and exciting to work on, but also to appeal to different skill levels. That was the aim of this particular class. So after the goals are defined, I try to create a bit more of a specific breakout page where I'm talking about the ideas for the project. At this stage, I'll generally gather inspiration from 3D art and concept as well as reference. Usually this is just as an inspiration to try to get ideas down and I'll usually make a more detailed reference board later on. At this stage, I also just get my notes down here. I wanted the asset here to have two different forms. It would have a more simple primitive shape like a cube or a sphere, and then it would deploy from that shape into the robot or the animal mech that you can see here. At this stage as well, I really liked this idea of having an ecosystem contained within the actual prop itself as well. So I did this kind of idea with the substance planets before, but that was much more external on the outside of the planet, whereas this was definitely more of an internal idea. I thought that it could be cute and fun and based on nature and animals to grab that real world reference, otherwise it can be difficult to relate these types of things unless you have real world reference. And so I was thinking very much about what would make this unique and cool at this stage. What is it going to, how is it gonna stand out? I knew I'd also have it rigged and animated for presentation as well. From this, I'll then start looking more into a mood board. This is just to get the general feeling of the project idea across. You could also sketch out ideas as well if you find that's helpful, but usually I'll tend to just start reference gathering concept images and 3D reference and building Pinterest boards. Just getting a general idea and feel across for the project I want to create. Next, I'll grab external references. So this can be CG artists or concept artists, photographers and different artists that inspire you or have work that could be really helpful when it comes to the type of project that you're trying to create. So usually just grab a list of different artists and I'll save the links to their portfolios or I'll take a look at their work and use that to inspire my reference boards as well when I start building things later on. I'll also have a think about movie and TV references, so that can be films that inspire different TV shows that you find helpful. And then the same idea for games as well. So if there's particular video games that you've played, certain types of props that you see in those video games that can be useful. That's all really helpful stuff that you can use as reference and inspiration when you're thinking about your project. Next I'll start to think about the style of the project. So, so far it's been all about the idea and how I'm actually thinking about what I'm gonna create. The next I like to break down, what is the style of the project? So is it stylized? Is it realistic? General notes about things like the shape language and the silhouette, that type of information. So in this case, I wanted everything to have this sort of soft, Boolean shape feel where things are cut away from each other. I wanted to have pretty soft beveled curves. So you can see in some example references here that we have really smooth shapes with large bevels. That's the idea I wanted to get across. I wanted the majority of the silhouette to feel pretty rounded, like you can see in these examples as well. Generally, I would have sharp angles, but try to keep them smaller and not impact the profile of the silhouette too much. Try and have everything mostly flow together and soft shapes. And that definitely gives more of a retro feel. And those forms being more circular and rounded definitely gives that sort of feeling, right? I'd also think about material definition and just the general look to how I want this prop to feel. So at this stage, I knew I wanted things to be more stylistic in the silhouette, so more rounded shapes and things like that and have a particular style to it. But I generally wanted to have realistic material definition. so that could be a sharp sort of scratches and metal edge wear and dirt build up and things like that. I didn't want those to feel more hand-painted or stylized. I wanted to get across the big, medium, small feeling, so large shapes with small details, always thinking about that hierarchy of large to small details, making sure I'm covering that as far as my prop is concerned. And just generally having a good design language when it comes to those types of details, making sure I reinforce the same details across different areas of the model. And here are some further examples. So this is a bit more of another mood board that just shows some of those ideas with some props and concept art, different 3D models and things of the type of look I wanted to go for. So again, this isn't being used as actual direct reference when I'm modeling. This is purely just to get the idea across. So I'm thinking about this as an inspiration. So I wouldn't be looking at this necessarily for reference, just mostly to communicate my ideas as far as the art Bible is concerned. And finally, I start to think about lighting and presentation. So when I've actually built out the model, how am I gonna present this? How am I gonna get this feeling across? So generally with prop models, I tend to present them in similar ways. And this is something that I just have built up over time. I got a sort of feel for how I wanted to present stuff. So in this case I wanted a clean simple presentation style like you can see here a Simple background not too complicated in this particular case And this is just for presenting the model itself And then I would usually for props I would tend to lean towards a three-point lighting setup So that would be using the key light the rim light and the fill light which will cover in more detail as we get into the into the class And then I would like to be able to just display the animations and renders in consistent lighting So everything feels like it's part of the same project, right? We don't have really dramatically different lighting and renders and things like that so that's the idea and I wanted the shadows to feel a detailed and sharp but also fade off to be soft at distance so you get that sort of feeling in some of these renders where depending on the light distance you can see that the shadows would start to soften up the further away from the object that they are. And then I generally like to just have smooth gradients or colors in the background if I'm doing a simple presentation because the focus here is about the prop and showing off the modeling and the texturing and not necessarily having a background that could be too distracting. And then I wanted to just match the kind of cleanness that we're going to see in the actual presentations from CGMA as well. So that was just an idea of how I could make that all feel like it's part of the same sort of look"
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+ }
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+ ]
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+ }