And one last picture, a close-up of Carl's eyes...
Showing posts with label Development. Show all posts
Showing posts with label Development. Show all posts
Thursday, 6 December 2012
White Canvas Scene
And another quick update to let you see how the 'unaffected' scenery is coming along. That is the blank canvas. Llogari has been playing around with the lighting and come up with this intense lighting that creates some awesome shadows. We plan to have another light that is just on the characters to stop them disappearing in the shadows altogether. Here are a few snapshots of the first scene to be animated to show the lighting. It is the valley scene.
Textures Complete
A quick update on the studios progress. With the completion of our character rigs the studio has been busying themselves with animating and lighting. Unfortunately we were victim to the delightfully buggy Maya 2013.5 extension meaning 10 seconds of animation is only accessible at uni but we have persevered.
We also now have all the texture maps completed with two versions of the environmental maps so that the scenery can change accordingly as the characters interact with it. As planned the textured were painted and sketched by hand and scanned back onto the computer to create as realistic effect as possible.
Textures
We also now have all the texture maps completed with two versions of the environmental maps so that the scenery can change accordingly as the characters interact with it. As planned the textured were painted and sketched by hand and scanned back onto the computer to create as realistic effect as possible.
Textures
Friday, 19 October 2012
Orthograph
Then I scanned it in to work with it on Photoshop to create a nice crisp edge for modelling.
Simon


Carl - there are three versions of carl. Each have a different variation on the cape. The cape will be a separate element to our model as we're not sure how well it will animate so we're leaving the possibility of detaching it from the model altogether.



Thursday, 11 October 2012
Character and Environment Concepts
Having finalised the script and storyboard as much as we can
at this stage (before a pre-viz) we began to look at refining our two
characters and the setting.
Character
As concept artist I was challenged to create two boys that
had the same features and shape but differ in personality. The reason we
decided to have the boys look identical is an extension of the Prince and the
Pauper, the story that inspired our narrative. It works best for our story as
the idea is that the boys are exactly the same except that one embodies
religion and the other science. They are parallels of the same person. This
helps us show metaphorically through our narrative that the two opposites,
Religion and Science, leave massive imprints behind them (in history) and
combined together they form a functioning world.
Getting a Face
We knew that we wanted a cartoonish style. In a studio
discussion we decided which level of cartoon we wanted. This is a scale ranging
from ‘Phineas and Ferb’ to ‘Polar Express’. We settled on somewhere in the
middle.
I drew up some faces and tried variations to give the studio
a variety of options. We agreed that number 1 with eye shape b would work best
for our characters as it is sweet and would make them both instantly appealing.
Getting the Shape
Using the basic face shape I experimented with different
body shapes. We wanted out boys to be young teenagers so their beliefs aren't attributed to naivety. I began with a long body with exaggerated features then
tried different variant on this. To make sure there was a variety of a choice
for the studio to pick from I created a shorter character option too. We
decided that shape 1 worked the best with the action genre of our story. It would
show the movement of the boys clearly with exaggeration on the feet that will
leave an imprint behind.
Getting the Costumes
After a trip to the library to find costumer books on renaissance
fashion we walked away with a lot to sift through. We looked at religious
figures like the pope to see the style of dress they wore and at the ‘current’
fashion of the era. We wanted to represent the differences of the boys visually
through their clothing. The trick was to make it so the audience, assuming they
don’t have a prior understanding of renaissance fashion, could read the beliefs
of the characters through appearance. We found that clocks and loose, draped
fabric with simple patterns was often worn by the religious figures. Tight,
shapely and elaborate clothing was worn by young fashionably men. Fashion works
in representing science as fashion is all about the new, the re-design and what’s
next.
Here are the most influential images from our book research.
I quickly sketched out some rough ideas for each characters
costume.
Then combined the whole lot together; face, body and
costume. The next stage is to colour the two in to match their art style (da
Vinci – Simon, Michelangelo – Carl) and create the image planes so we can begin
to model the characters.
Environment Concept
The style of our environment will be a cartoonistic style
that works best with our characters. Not overly detailed but not abstract. The textures
will be fairly basic but still reflect the real life object it represents. The
following concept art looks at the colour palette and the hot and hazy effect
we want in the first scene when they characters find themselves stranded.
Friday, 5 October 2012
First Draft StoryBoard
Here is own first rough storyboard. Just starting to look at how to move
the camera and how we want to show our story. After a meeting with Alan about
adding extra action and tension to our story we discovered we could do this by
adding ‘action shots’ to show the characters fast movements from closer up. We
are now starting work on a more refined storyboard to use for an animatic.
Tuesday, 2 October 2012
Scriptwriting: Second Draft Script
Over the weekend each studio member wrote their own version of the story we had discussed and settled on. We found we had written much the same script with only marginal differences. We also felt that the ending lacked that extra tension; there was no danger pushing them ahead. After testing out a few ideas verbally we decided that using the ‘ticking bomb’ technique would work best. We don’t intend on blowing up our two boys, but have the sun sinking in the corner like a counter going down, suggesting that the boys need to reach their goal before the sun sets. We’ll also use music to increase the tension i.e. faster paced when building to a climax and the music suddenly starting to suggest a chase/sudden action. Using incidental music, the ‘ticking bomb’ and other elements of our story, such as the opposite character types, will help our audience follow our story as they aid the narrative.
This is the second draft of the script with the addition ideas included.
Monday, 1 October 2012
Testing Concepts
Latest at the studio is working on our design concept for
the characters. Here we have been testing to see how effective our idea for the
contrasting styles will work. This isn't our final character design, just a
quick character outline to test the designs on.
The scientist character will look like a da Vinci drawing
while the religious character will look like the painted masterpieces of
Michelangelo.
We discussed these designs earlier today and decided the best
way to achieve the desired effects would be to hand paint and sketch the
texture maps physically then scan them in to be wrapped around the models. This
means we the textures will look more natural and effective as opposed to trying
to recreate the effects using Photoshop, which will always look synthetic.
Friday, 28 September 2012
Developing the Story: The Message
The Message
The Renaissance was a period of discovery and rebirth, specifically, the rebirth of culture. A significant aspect of this period of rebirth were the changes in attitude towards science and religion.
The two topics are often considered polar opposites, with science typically being used to find fault in the teachings of religion, although it has also been said that science and religion can coexist, contributing to Mankind in different, but completely valid, ways.
The diagram above explains that in regards to the existence of Man, both science and religion have merit. It is this idea of harmony between the two sides that we will be addressing in our animation.
The Basic Plot
Two characters represent Science and Religion as separate entities. The two characters awake to find themselves stranded on an island after the ship they were travelling on capsizes. At first, the characters are weary of one another, considering their hugely contrasting backgrounds, but they soon realise that in order to reach the other survivors on the island, they will have to put their differences aside and work together. For example, the characters reach a body of water that they cannot cross. The scientific character constructs a boat in order to cross the water, but without any wind, they won't be going anywhere. The religious character puts their faith and spirituality to good use, asking a greater power for the gust of wind that they desperately need to get moving. Without the scientific character's knowledge of carpentry and buoyancy, the religious character would be stranded, but that knowledge is useless without the religious character's connection with spirituality.
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