Body Development
Thursday, 27 November 2014
Collaborative Mech Character Pre-production
Helmet Development
I decided to tackle the helmet separately form the character as It was a going to be a separate prop, So I began with rough silhouettes around a roughly shaped head, I then continued with various shapes I liked and started to add some more shape and colour into them, It was a very on the fly technique of continually working into which shaped I liked most. Once the shape started to develop I had to start working out exactly how it as going to work, and which parts of it I wanted to move so that the rigger/animator could easily set it up once I handed over the model, so i drew up some 'How to' pages that explained the way the helmet would work and shift when opening and closing, aswell as a colour breakdown of the different materials!
Friday, 21 November 2014
Collaborative Mech Character Research
I love collection alot of research before jumping straight into a project. In my head I already knew i wanted to look at some type of male character with an army influence, I looked at many different influences from a very general grab straight away then whittled it down to different film and game concept work, I looked at The new call of duty artwork to the edge of tomorrows artwork, but my favorite collection of images was form the artist 'Vitaly Bulgarov' who creates alot of 3D concepts for mechanical company's but also does concept work for some films. some absolutely brilliant mechanical concepts for Robocop underneath !
Check out more at his website at: http://www.bulgarov.com/
Thursday, 20 November 2014
Green & Blue's Turnaround
My character turnarounds and a breakdown of some of the other work I did on the project, the week after I refined a few of the problems like the IBL quality being set to low causing the shadow flicker etc so our VFX guy had the correct images to work with for our final piece, say hello to Green & Blue!!
Tuesday, 18 November 2014
A collection of making of images and the pre-production all In one video! sorry its a little long needed to incorporate everything for a deadline, but happy with how the project went as a whole!!
As I am still very much in the process of learning I see everywhere project as a chance to grow and understand the pipeline better and become a better artist, I feel every project that I do I am successful in this and am looking forward to the next project I am on!
As I am still very much in the process of learning I see everywhere project as a chance to grow and understand the pipeline better and become a better artist, I feel every project that I do I am successful in this and am looking forward to the next project I am on!
Monday, 17 November 2014
Lighting Development
Here I tried to get the renders so that they were clean aswell as looked similar to the backdrops, we made a mistake in not capturing the HDR'S of the scenery so when it came to lighting it was a little more difficult, I would say this was the weakest part of our project, the characters didn't quite fit into the scene which was a shame, I'm glad we got the scenery and back plates setup properly in Maya though with rough modeled in scenery to capture all the required shadows against the walls, I liked shadow length and feel I got on the later images as I think this was the closest I got to mimicking the light influence on the characters, A little dissapointed but glad to know what to do and fix properly next time around which is always important!!
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