Friday, 23 May 2014

Interships-search|PPP2

 This summer, along with other projects, I'd love to get a placement in a company and get some work experience. Here a list of websites I've visited so far in search of intership and I'll start sending e-mails out this weekend.
  • http://ga-ma-yo.com/teams - list of yorkshire indie game developers;
  • http://www.crytek.com/career/offers/overview/nottingham/internships-other - possible interships at Crytek
  • http://tigerprint.typepad.com/tigerprint/placement-quotes.html - Tigerprint 2-week placement would work great for my more illustrative site of drawings, as the things they produce for M&S can be described are cute and adorable.
  • http://www.atomhawk.com/working -creative studio in Gateshead, although, they are not looking for interns, I think it's still ok to contact them and ask.

Plans for Summer|PPP2

This summer break I'm hoping to be quite busy, as I got few things planned already. I'm going to do some teaching, which I enjoyed a lot. It's going to be tester days and some simple presentations for kids. I'm also working on an animation for Leeds Council together with Sara and two Vis-Com students. Next week we are going to start storyboarding and agree on the style of animation for the final piece.
I'm also taking part in a competition with Kinga and Katherine, were we will create a game based on actual street plans of Whitby. I'm very excited about this project as I don't do as much 3D as I should.
I'm also hoping to work more on my personal projects and improve my drawing and animating skills. One of the project involves animation, to which I've already done few simple test drawings (e.g. trees that are included in my reel), another one is a short comic. I had the idea for a script in my head for couple of months now, slowly letting it grow. It's going to be set in present and will be much more darker and grimmer than my usual, cheerful drawings. There has been also an idea of making it into a motion comic, since they are quite popular lately. I did some research into the motion comics already and I might push this project a bit further.
As for animation, I'm thinking about revisiting principals of animation and starting from the begging. I'll also try to learn Flash or ToonBoom as this softwares are made for animation, not like Photoshop (which makes animating quite painful).
Drawing skill-wise, I'm going to keep on doing weekly conceptart.org challenges and also improve my environments and illustrations. As we only got one year left I want to create as many good quality pieces as I can.

Thursday, 22 May 2014

Business Cards|PPP2

For creating my business cards I've used moo.com as it got really easy editor and cards are really good quality. I decided to go with 'Betty Szwagierczak' since I treat my name as a brand. I also added 'illustrator - concept artist - animator' as a basic description of what I do. Included portfolio address and e-mail for contacts.

I've made 6 different designs, since cards are double sided. When picking the artwork, I tried to choose pieces that represent me best and are really colorful and eye-catching.

I never needed a business card before, but I think they will come handy during BAF (and maybe other conferences that I might attend next year).

Tuesday, 20 May 2014

PolishDigitalArt|PPP2

Polish Digital Art (Polska Grafika Cyfrowa) is a currently ongoing exhibition and a first ever auction of digital pieces in Sopot.It includes not only 2D art printed in high quality on canvas, but also a 3D prints of sculptures (ZBrush).

The number of artists invited to this project is amazing, with many big names like Maciej Kuciara, Marek Okon or Michal Lisowski. As it's stated on the official website:

For three weeks the showroom of Sopot Auction House will be filled up with works created using the the latest technology. The works of Polish artists who have achieved international success, including: Maciej Kuciara, Michał Lisowski, Darek Zabrocki, Marcin Jakubowski, Przemek Kotyński and many others. Among exhibited works, the digital sculpture will not be missed. The exhibition will be crowned with the auction that will take its place in the history as the first auction of digital works with the possibility of purchasing works using the digital currency better known as Bitcoin.

I personally think it's an amazing event and I'm really proud of the fact that it's organised in Poland. Interesting is the fact, that many polish concept artists and digital painters are more known outside the Poland and this event will in a way introduce them to the audience from their home country (and let's face it, who haven't heard of Maciej Kuciara? Naughty Dogs and Last of Us plus many awesome movies).
Organisators of this event are already planning future exhibitions and auctions. Even though it's been only few days since the event launched it met already a very large interested from media and public, not only in Poland, but also on the foreing forums (because, who doesn't want a signed piece of concept from TLOU? printed on canvas in extremly good quality, with all the marks to proof it's not just some random print-out?).
Gamezilla.com (polish game website) did some very cool interviews, both with creators of the event and some of the artists, unfortunately is all in polish language (link).

Pop-Up Show|PPP2

This Thursday we are going to have a Pop-Up Show based on the work we made for Machinima module. It will be open to everyone from Leeds College of Art plus people from Game Republic are invited.
I've decided to print out my concept art on A3 paper, which will be hanged on the wall next to our row of computers. We are going to have one machine just for showing the finished cinematiq sequence and maybe two for different turntables.
I really like the idea of Pop-Up Show and we should do it more often. Other courses, like Vis-Com, share their work every year, and I think it's brilliant. People usually assume that most of work is done by computers and it'll be cool to show them how much time we had to spend on this project and how hard it is. I showed my VFX film to my friend from Printed Textiles course and she was really suprised by what I do and how difficult it is. Hopefully, we will get more opportunities to share our work next year.

Monday, 19 May 2014

2014showreel|PPP2

As part of this module we were asked to create a portfolio and/or showreel. I decided to go with both, since I had my portfolio up online for years now, but never challenged myself by making a reel.
I've created a minute and half long reel that showcase my work (personally I like short reels more, I think after 2 minutes you simply get bored, no matter how good it is). To be honest I struggled a bit with making it that long as I felt like not having enough good pieces to choose from (yet I tried to include the best pieces in the begging and at the end of video). However, I'll keep that in mind for the summer break and next academic year and try to create a lot more good work thats worth showing.
Since this reel is more a test than something that I'll show to the possible employers, it doesn't have any music. It's another thing I'll have to consider when making a showreel.
One of the group feedback suggestions was to create more of the parallax pieces in After Effects (like the ones shown at the beginning). I really enjoyed making those and really looking foward to the opportunity of creating even more pieces. Also, another tip was to look into motion comics, which is something I've ben lately interested in anyway.

Thursday, 15 May 2014

oh_deer competition|PPP2

Oh_deer recently organised a really fun competition (which just ended few days ago).
Brief was very simple and aimed at very wide audience. The goal was to upload a maximum of 3 different designs, that were placed on clothing and managed to get as many votes and points as possible. Winning design will be included in oh_deer shop and profits from the sales.
I've decided to take part as it was a good opportunity to gain extra exposure and you never know, where you can find future clients. Moreover, it didn't had a specific theme, re-using old design was a farily quick process.

Tuesday, 13 May 2014

CHOW|PPP2

I've been member of conceptart.org community for quite some time now and I always loved taking part in weekly CHOW(character of a week)  and COW (creature of a week) challenges. However, due to tight uni deadlines I had to take a break from them, but recently I've managed to join CHOWs again. So far, two of them ended and I'm taking part in the newest now, which is titled: Steampunk Storm Chaser.
What I really like about this challenges is how they can push me outside of my usual comfort zone and make me concentrete more on character design. Every challenge comes with different, unique theme and few, short guidelines of what have to be included (e.g. certain item). Below I've posted images from two CHOWs I recently took part in, along with the links to the actual 'finals' page. Also I try to post crits and comments in WIP threads of each challenge and everytime I did that, some good and useful feedback was sent back to me :).
CHOW 350 - Keeper of the lost things
CHOW 351 - Boris, the lovable bodyguard

Monday, 12 May 2014

::Illustration Reel::

Idea of creating my own illustration reel been floating around my head for quite some time now. I find those kind of reels very interesting and great to watch. Plus, they usually fairly short which is probably very good to any time savvy art director searching for new talent.


Illustration reel 2013 from Wouter Tulp on Vimeo.


Woulter Tulp is an illustrator and character artist. More of his amazing work can be seen here.
What I really like about this reel is very good pace, around 3-4 seconds per artwork and the way its put together. Color illustrations are featured at the beginning, followed by some character work, pencil sketches, enviroments and another batch of illustrations to close off.

My own reel will probably include a mixture of illustrations and animation, as I don't think I got enough of high quality work to show this way. However, it is something that I will keep in mind when producing more content in the near future.

Sunday, 11 May 2014

Interesting Stuff|002|PPP2

It's Sunday again, time to catch up with stuff ;).
  • Concept Cookie - neat YouTube channel with some really good begginers vids for starting out digital painting, livestreams, tutorials and tips. If you are just starting out, definately check it out!
  • Team Shakuro strikes back with this Kickstarter Campaing to create a new website full of delicous CG stuff. I really miss CGHUB...
  • LevelUP website is finally here, tons of resources and weekly stream sessions. FusRoDa team did really amazing job on making a clear and easy to browse website that doesn't takes ages to load.
  • Bahi JD tumblr - insane animator that worked on SpaceDandy and PingPong anime and.. OMG.. just look at these rough gifs.. so much energy.

Friday, 9 May 2014

Evaluation|Machinima

For this module we had to work in a teams of three to create a one-minute game cinematic in Unity based upon chosen theme. I have decided to join Katherine and Elliot for this brief. The sea creatures heavily inspired our idea for the world and characters. Moreover, we tried to make the story relaxed and funny, as the one-minute constraint is not really that suitable for deeper stories in my personal opinion.
During this module we were asked to come up with a story and two humanoid characters, which would be then modelled and animated in Maya. Since I would like to work as a concept artist in the future, this brief created a perfect opportunity for me to make some high quality pieces that I could use in my portfolio. I have started by brainstorming ideas and drawing quick iterations of design. For characters I used technique that I have came across a while ago on one of the concept art websites, which is basically just drawing one half of the image and using mirror tool to create other half (or in case of Photoshop, duplicating and flipping design horizontally). Katherine and Elliot gave me a lot of useful feedback on the first designs drafts and I have used that as a guideline for creating the more refined concepts which eventually evolved into a T-pose sheets and illustration. I made T-pose drawings for both of the characters as a reference for Elliot, since he was the one in charge of modelling.
For the spaceship I proceed with the more organic technique of creating a range of quick, black and white silhouettes. We wanted spaceship to somehow resemble the shape of seashell so I opted for curvier and more naturally flowing lines. Moreover, each little thumbnail took only about minute or two so I wasn't getting to worry about the detail but tried to concentrate on the bigger picture. After creating almost 20 different options I asked my teammates for feedback upon which I created the final version. Since some of the action takes place inside the spaceship I had to design the corridor too. I drew basic floor plan and orthographic view with some basic elements to indicate scale.
After establishing what our spaceship would look like I drew storyboard and created animatic to test out some shots and get the overall feel of the pace of this cinematic. Again, I tried to keep my storyboards clean and easy to read, although they were still unpolished and quite rough. 
Another part I was heavily involved in was working on one of the aliens. I actually named him Blob. First I was challenged with UV mapping, as it isn’t something that I do often, but I have improved a lot since the last game module and the whole process took me just few hours. When texturing, I tried to maintain similarities to the original concept by using same colour scheme and custom brushes.
Creating rig and animating was probably the most challenging part of this brief during which I have learnt a lot about keeping clear naming across of all files and joints. Blob is a fat alien with a big belly, which made rigging quite difficult as the mesh around the legs and hips was deforming. I had tried few different approaches to solve this problem, including placing joints further apart or removing some of them, but finally managed to get it working by painting weights more carefully. During this process I have learnt a lot about rigging and weight painting, which could come handy in the future, as I would like to do 3D animation more often.
Animating was actually very enjoyable and I had fun making Blob walk and move about. My aim with this part was to convey his personality via movements and indicate weight. I have looked at various walk cycles and used this knowledge to create a cycle for Blob. I tried to make his movements quite slow and a bit forced; his arms were following the body and the tentacles that are on his head bounced up and down. I created to joints to control the belly area, which allowed me to make it look wobbly and as it was reacting to the leg movement. If there is anything that I would like to do differently, I wouldn’t pick a fat character to rig and animate as it is a very tricky and time consuming job.
This module have not limited me to only experiments in Maya and Unity, but also allowed for the broader research into game industry and understanding of how cinematic sequences work. There are new engines and technologies coming out every year and it is important to keep a track of what it is happening, especially since the release of Xbox One and Playstation 4. These powerful consoles allow games to be displayed in high definition and a 60fps should be a standard soon. Also, the actual gameplay and cinematic sequence aren’t different at all with many cut scenes being made inside the game engine (which also happened in the previous generation).
Summarising, this module gave my opportunity to not only develop my skills as a concept artist, but also try at different fields. By not limiting myself to just one role I was able to challenge my abilities and learn new things. My understand of Maya and Unity grew, which would also transfer onto designing approach, as I understand the limits of what can be done in 3D software’s and within the student level. Teamwork went smoothly, as each one of us stayed committed and worked hard.

Thursday, 8 May 2014

Group work|Machinima

As mentioned before, I've teamed up for this project with Katherine and Elliot. Shortly after the briefing was done we set up a Trello board, Facebook group and Dropbox/GoogleDrive to stay in touch and brainstorm ideas (as well as to be able to share files easily and fast). We also tried Skype for a bit, but after a while we realised that Facebook group been propably the most used one.


This project went quite smoothly, which is why teaming up with like-minded, hard-working people is a key to the success. Our initial idea of empty corridor space evolved and got inhabitet with moving tentacle like doors, little machines, holograms. I'm happy that each one of us brough new ideas on board and we all worked really hard.
My main task was to create a concept art for both characters and set, draw storyboard and make animatic. I was also supervising the overall work progress, UV mapped, textured, rigged and animated Blob as well as help with putting everything into Unity.

Wednesday, 7 May 2014

BlobTurntable|Machinima

After having few problems with the importing Blob model to Unity I've created an interactive turntable. I followed exactly same procedure as I did with the Alien, camera was set to mouse orbit (empty game object as target), set few different lights and a cube for the model to stand on. I used same script as before to make animation play random (this time I had 6 different animations to play).
Going back to what I said at the beginning of this post - the problem was that the eye was going crazy while playing the animations, which is weird because it work perfectly in Maya. It could be due number of reasons, but in the end after importing same file twice, eye started behaving better and was only going a bit off the main mesh when turning head.

Tuesday, 6 May 2014

Blob-Problems|Machinima

After I've created a rig for Blob (with dual belly controller) I've encounted few problems with the lower part of mesh, especially around the legs. Long story short, wherever I moved his legs, the mesh around hip and belly joint area was deformating and taking a really funny shape. I also had problem with legs twisting around the knees when I tried to move IK handle. This problem got easily sorted by just moving a knee controller (cross-shaped) a bit futher away from the knee joints area. However, the first problem I've mentioned was quite hard to solve and took me good few days. I tried re-binding and re-painting weights couple times, I moved joints a bit more apart, as the whole problem could be caused by a high number of joints being really close to each other. Finally, I've managed to get weights painted correctly, where mesh wasn't going crazy. I'm really happy with the end result and although the whole process was quite stressful, I've learnt a lot.

Sunday, 4 May 2014

Interesting Stuff|001 |PPP2

I've been watching a lot of different art-y YouTube channels lately and thought it would be cool to share stuff thats intereting and fun. So, lets jump to the cool bits quickly :)
  • Painting in Values by Marc Brunet (bluefly) - timelaps of a value painting and few useful tips on painting in grayscale. I kept coming back to this channel every week, finding interesting stuff, and in last few days Marc uploaded follow-up vids explaining his approach to coloring a greyscale painting.
  • The illusion of life -12 Princibles of Animation explained in cool, retro voice and in less than 3 minute.
  • Understanding Color - video by Andrew Price, which looks into color theories and how they work (with some cool examples used).

Saturday, 3 May 2014

Construct|Machinima

Construct is an upcoming short film by Kevin Marco, creator of Grounded and a VFX supervisor from Blur Studio. Below is a trailer, which shows a lot of amazing graphics within one minute.

Construct GTC Teaser from Kevin Margo on Vimeo.

Kevin posted also a making-of video, which exlains unusual technology used in this production.
I've decided to look at this video, because of the use of real-time rendering and motion-capture.It uses NVIDIA GPUs and V-Ray, the purpose of the above trailer was to present this technique (tech demo) and recent improvements in what next-gen graphics are capable of. I find this technology really interesting and with lot of potential. It could be used not only in movie production, but also in production of game cinematics as well as real-time gameplay.
Construct is not only an impressive show of new technology, but also a very well written piece of sci-fi story, with interesting plot and amazing mood.

Portfolio|PPP2

During last PPP session we talked about portfolios and showreels. I have created my portfolio few years ago. I chose to use deviantart as a platform to host it as it's free and I've been member of this site for last 10 years.It's quite easy to customise and edit, can use images directly from my DA gallery (alternatively uploaded from computer) and even with the basic account got enough space to fill few categories.
I've broke down my portfolio into 4 different sections (plus 'bio') so the specific artwork, like concept art or character design, can be easily found. Since I don't create work that could match one category, separating it does the job perfectly.

I'm also an active user of Behance, which only include my best work, grouped neatly into different projects.Suprisingly, the sketch I did during one of the Context of Practice seminars, is the most popular project of mine.

As for the brand  - I've been going with my name for few years now and tried to link it with all my art websites, so when someone decided to google search for Betty Szwagierczak, will get directed to the portfolio or blog.

Final Crit|Machinima

Yesterday we had a final group crit before the deadline. This time, we were asked to pair with other team and present our work and then see how their doing and give each other feedback.
It was a very good session, nice to see how everyone's doing. Our 'Blob Team' got some good feedback and cool idea suggestions, like having a planets or black hole in the background (for the outside the spaceship shots). We also talked about adding extra little robots and props that will make our environment a bit more alive, sounds (whhich mostly will be machinery noises but we also got this idea for having a cheesy elevator music in the far background), light emitting alien eyes (I thought it would look cool, plus deep sea fishes actually can illuminate, which ties perfectly with our 'sea-inspired-aliens' theme).

Friday, 2 May 2014

Exporting model to Unity|Machinima

 Before finishing animating Blob, I've decided to do a little, quick test and import it to Unity. I selected mesh in Maya and exported it first as DAE_FBX format. I also ticked 'bake animation' box. After importing it as asset to Unity I found out that the model was really stretched and messed up. I went back to Maya and exported it as just FBX, again ticking 'bake animation' and embed media' boxes. This time model worked perfectly and the only things I had to change were scale (from 0.1 to 1) and change animation setting to 'Legacy'.
We used this time to test other assets and to make sure everything work fine in Unity. Corridor Katherine modeled had some issues with normals, which had to be reversed at certain places (which was easily done by selecting faces and clicking 'reverse normals' option in Maya).

Thursday, 1 May 2014

Blob-Rig!|machinima

Blob - Creating an Alien Rig with Dual Belly Magic.

After UV mapping and texturing Blob, I started on creating a rig and controllers. I wanted little tentacles, that are sticking out from his head, to wobble quite a lot, so I placed 3-4 joints in each one. Mirror joint option came really handy as I needed only to create only left side of a rig (arm, leg, tentacles, claws).
I learnt quite a lot during the last alien exercise and was able to do most of rigging from memory.
For belly I've created two joints that will help me to control 'wobblyness' and create a nice belly shake effect.
Next step was to bind rig wit a mesh. I used smooth bind and spent some time painting weights. I have to admit, that I've enjoyed this process quite a lot and I'm looking foward to doing more in the future.
Now, what's left is to animate Blob and arm him with a nice walk and idle. He is a quite heavy fellow so please, don't expect him to jump (unless 0G is on and he can float about).

Dave Blewett talk|PPP2

Dave Blewett from Sheffield based SUMO Digital gave us a really good talk on what is needed to make into the game industry. I really enjoyed it, as it's something that really interests me and I'd love to have a job as a concept artists for games.
 First part of the talk was mainly about history of SUMO Digital and what games they made so far, second part was more about what is required to become a Game Artists (and what are the type of things that people with this job title do, like enviroment artists and character animators).
After the talk, Dave was invited to visit our studio and I got an opportunity to chat with him for a bit and showed him my concepts for Machinima brief. He liked them and gave me a tip when it comes to making color variations of design, I should also apply different textures to the drawing and see how it work.
I really enjoyed this talk and found it very useful.