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Showing posts from October, 2022

BSW - CAAyr3 - Key Frame Compositions

  Key Frame Compositions I have been working on key frame compositions trying o understand the directors mind when creating scenes for films to better and broaden my knowledge. The first 4 images or the first 8 comps focus more on the shapes in the scene and are pretty bad to be honest. However the last comp with the film prisoners is a more in depth look into a scene and I feel that I most definitely got the gist of the comp analysis process.

BSW - CAAyr3 - PreViz Re Visit 2

  PreViz Re Visit 2 I have been continuing the pre viz revisit, focusing on the camera movements and timing.

BSW - CAAyr3 - PreViz Re Visit 1

  PreViz Re-Visit After taking a long look at the work I have done and stepping back from the tunnel vision view I had. I have realized that a lot of the process coming up will be re visiting and looking at changes I can make to the project. I struggled for a little bit on seeing the benefit of this but know I see that it is a key point of realisation. I know that my work can and will be better and after some of the re workings I have already done I am excited and have gotten a motivation boost to see where the project will end up.

BSW - CAAyr3 - Re Working Lobe'ous 4

  Re Working Lobe'ous 4 Arm I have taken the re-design stage further and have revisited the arm. I want the pipe-like vents running around the body of the Lobe'ous and therefore this is a cool way it could be presented on the arm.

BSW - CAAyr3 - Modeling House Variations

  Modeling House Variations I needed other variations of the house to then duplicate to make the city of ventrical feel populated. I made a simple variation changing features of the original house. I made it without the balcony and added cool-looking extended windows. There is also a smaller version of the house, it adds another unique design into the mix.

BSW - CAAyr3 - Substance Practice

  Substance Practice I have textured this crypt for practice in substance. Each object makes me more and more confident with the software, the layers and the masks. I went with a really weathered look to the crypt using a lot of layers to get the practice in.

BSW - CAAyr3 - UV's for the models

  UVs for the models I have completed the majority of the UVs for the models. I still need to complete the main house and a few small objects but they can wait until I have completed the reworking stage.  UVs are pretty confusing but doing all of these objects really helped me progress my knowledge and has made me more confident in the subject.

BSW - CAAyr3 - Space Station Interior

  Space Station Interior CryoRoom, Lobby, Corridor Modeling the interior of the space station has taught me so much about how to link different objects together. For example, connecting the walkway to the walls of the room, finding the best way to run the edges, etc.  One thing that I am most worried about is the fact that some parts of the scene are pretty high poly. I have tried to keep it down as low as possible however I will need to run tests to see if this will affect my render times too much in a negative way. As you can see from the images, I went through many different processes when modeling the rooms. Especially with the cryo room as it starts off pretty thin, then after some thinking, another walkway had to be added around the outside, to make sense of the cryo chamber's functionality After a lot of texture work, with added veins, this scene is going to look really good, horrific, just how I want it! I cant wait to see my scenes come alive and I am ready too move o...

BSW - CAAyr3 - Lobe'ous Character Model

  Lobe'ous Character Model modeling the character of my animation, Lobe'ous, has taught me a lot about my ability to model at the student stage that I am at! I have not needed to use any kind of help by going back to the toolkit videos for modeling JPJ. I was more than happy to do so if needed however, the fact that I did not need to shows me that I have properly taken in information and have learned from those videos allowing me to create a character of my own! Using the orthographic drawings of Lobe'ous, I have created an accurate representation of the character that I am more than happy with taking to the next stages in the pipeline! There is one small section of the character, the ear, that I am going to enquire about to see what option may be better. I have a few loops that look a bit messy so I want to have another person's opinion on it.

BSW - CAAyr3 - Re Working Lobe'ous 3

  Re Working Lobe'ous 3 Chest After reworking the head, the next step was to move on to the chest... I used the same key factors of the head and carried them on, also taking V's advice, I made some changes to the bone structure that extrudes out of the chest.  I started by looking at different ways I could change it just like the head, then settled with the one I thought looked best, taking it into further development. I like the new design as it brings more detail to the piece. 

BSW - CAAyr3 - Re Working Lobe'ous 2

  Re Working Lobe'ous 2 I have taken the re worked drawing and added a rear view of the head to them help when modeling as I will have more references. 

BSW - CAAyr3 - Substance Practice

  Substance Practice I have been doing some practice in substance painter trying to focus on the layer usage. I have enjoyed creating these small model textures and am happy and confident with a little more practice to then go on to texture my models.