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Wallpaper/poster design 02 for banzai escape illustration

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Wallpaper/poster design 01 for banzai escape illustration.

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Character Selection ver2 (colored)

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Booth wall scroll design Version.02

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Booth wall scroll design Version.01

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Design ready and submitted to shop for printing. Ordered like 50 for each design.

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Multiple badge design were created to see which one suit for

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Chibi art sketch for keychain design

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We pack up and return back early than planned since the traffic in Shah Alam area seem very busy than usual if we wait any longer.

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2nd day of the event. It seem like out booth is not running as busy from last time during VAX. Most people not really interested with anime theme in this event.

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As always, we set out booth early and fast after we finish from the UiTM program in the morning. We ready to go as always

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See and inspected the student of Universiti Teknologi MARA (UiTM) doing they final presentation about engineering construction in harsh environment

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Having an emergency meeting about booth planning for Anifest on next week (25-27 August). We decided to use same plan as we did on VAX with more wide since we got larger event booth.

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Joined a talk with mediawork about business digital marketing to spread the company more effective. It was very useful and informative. But in end, we did use the service since it too expensive with company budget

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End up party event by company. Congrats everyone for the success booth event yesterday.

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Day 2 of the event. Everything running smooth so far. We still getting a good amount of customer on the 2nd day. We stopped around 6pm and start packing up our goods to return

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Booth up and running well. Many customer and fan arrived to visit us. Many positive feedback were received and we got good reputation for it.

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VAX 2017 begin!

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2017-09-25 10_03_18-Visual Arts Expo on Instagram_ “Happening now at Visual Arts Expo 2017! #vax2017

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Booth are set and ready to go, sir

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Preparing and setting up the booth for display on the next day. ^

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Preparing merchandise for sales during booth in vax later.

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Early meeting about booth for the upcoming VAX event later on 22 July.

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Level 2 Scene Production Part 2
Continue build the game environment and added physic to the object so player can interact with it.

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Level 2 Scene Production Part 1
Arrangement and setting the asset in the game environment for testing. Adding all the model that have been over last few days

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Bollard Stand

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BollardStand Texture

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Staircase Landing Texture

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Staircase Texture

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Warehouse Steel Frame Texture

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Security Door Texture

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Staircase Landing

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Staircase Set

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Warehouse Steel Frame
4th static object, nothing particular to explain. This is simple static object that not even need to created the LOD since it too simple to even explain.

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Wall Fan Texture

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Warehouse Wall Fan
Third static object. Wall object embed into the wall. The fan and frame are separated for later animation.

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Roof Sunlite texture

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Roof Sunlite
Second static object. The glass and frame need to be separated cause unity engine cannot read both transparent and non transparent object at same time. LOD1 is enough for it since it simple shaped

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Safety Bollards Texture

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Safety Bollards
Crating first static object for level 02 of Banzai Escape 2. Static object is object where stationary in game environment and cannot be interacted with player. Each static object must created with different LOD (Level of Distance) where the object will look different on mutiple range. This is for optimizing the game performance especially for open world based gameplay.

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Remade design for character selection. Last one lack of impact and feel too detailed

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We set up plan for opening booth for VAX (Visual art Exhibition) on 22 July.

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Understanding the creation of own character head model and unwrapped it properly

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The original real life view of the Tunguska Tank. Estimated and research the hull design for modeling later.

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Sample modeling work that have be completed and grouped together for review by instructor.

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The unwrapped Tunguska Tank Model. That ready to be textured.

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[Tunguska SPAA - Texture Mapping]

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Coloring and set the image in same format and size so it would be easy import into the game engine later.

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Flying and landing animation of Nurill vertical aircraft to be used on the intro animation later.

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Learning the basic of Unity Tool in creating basic game movement

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Exploring the ingame scene to get better gap of the game art and for taking sample for wallpaper background.

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Learning and testing the story and the gameplay mechanic. Recap the series from Banzai Escape 1

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Drafting the chibi version of the Incester character in many expression so it can be used for the ingame shop interface.

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[Texturing the Tunguska SPAA tank model]

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Creating multiple animation for Tunguska SPAA Tank like: Firing, idle, rotating and moving

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Modeling up a SPAA tank (Tunguska, old cold war Russian tank) to be use in the intro scene and a mission objective ingame later.

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Compilation of illustration art that grouped together to be review by instructor.

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Drafting the new character (Incester) in different view to developing the understanding of the character design and appearance ingame.

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Designing the Pascal Male generic soldier. The design is based off on the heroin uniform and changed to male version. Cannot use same design as the hero uniform since the hero wearing officer uniform.

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The multi design of the soldier created

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Creating and design a concept art for the female generic Pascal soldier. The design are based on Main heroin clothes and simply it.

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[Rhino Revolver - Model View]

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[Finishing]
Both art are merged together into interface for the game's selection menu. It been filter and adjusted few time so it not too bright or shiny when display ingame.

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[Rhino Revolver - Texture Mapping[

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[Coloring]
Here the finished hero character. The coloring similiar to the first design where it maintaining the Pascal officer uniform while there is several spot made it slightly different than other.

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[Drafting and concept art]
Second, I moved to draft and design for the heroin main support/hero character. The design are based on Pascal Officer uniform and there is a bit trick on creating his clothes which need several trial to get used to.

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[HK11 LMG - Model View

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[HK11 LMG - Texture Mapping]

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[Base Coloring]
Begin coloring the character and applying the art into game and see if it suitable or need further adjustment or not.

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[HnK G36 - Model View]

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[HnK G36 - Texture Mapping]

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[Milkor GL - Model View]

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[Milkor GL - Texture Mapping]

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[Drafting]
Draft the main art for the character selection menu. The visual must be correct to the ingame character, especially the detail and coloring. Keeping the style consistent also must always in mind.

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[AT4 Rocket Launcher - Model View]

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[AT4 Rocket Launcher - Texture Mapping]

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The art are colored and idea of creating background is canceled.

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Both draft are merged together and the background are draw based on the scene.

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The second part of the wallpaper

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Need to created a game cover/wallpaper art for game promotion. 2 Character required to draw posing close each other. The image size must be in high quality and can be easy export to other media.

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[Concept Design]
Drafting the main character sketch and draw the rough sketch how she/he would look like. Located all the detail and characteristic of the model.

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[Berreta Rifle - Model View]

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Berr

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[Kriss Vector - Model View]

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[Kriss Vector - Texture mapping]