Showing posts with label Year 2. Show all posts
Showing posts with label Year 2. Show all posts
Thursday, 30 April 2015
Tuesday, 31 March 2015
Adaptation & Professional Practice Part B - Updated Crowley
I will be working to make the design more blocky to refer back to my inspirations from backwater gospel, Also Alterations to the lines around the body and face.
The model should be something similar to this, but keeping the backwater vibe running through
The model should be something similar to this, but keeping the backwater vibe running through
Friday, 27 March 2015
Thursday, 26 March 2015
Wednesday, 25 March 2015
Tuesday, 24 March 2015
Thursday, 12 March 2015
Wednesday, 11 March 2015
Monday, 9 March 2015
Maya Dynamics - Particle Grids
I have encountered problems with this tutorial, Following Alans instructions carefully but the rendering will not lighten the scene even with the correct layers visible. Also the actual particles won't budge and Ive redone the tutorial three times resetting all my settings to try to get a different response.
Ive saved my progress on this tutorial and will update this post when I return to it.
Film Review - The Triplets Of Belleville (2003)
Written and directed by Sylvain Chomet, The Triplets Of Belleville is an animation comedy released in 2003. The film is Chomets first feature film and was an international co-production among companies in France, The United Kingdom, Belgium and Canada. There is little dialogue to the production with the story telling done through the use of song and pantomime.
The animation is derived from french culture and follows the story of a boy named 'Champion' who dreams to win the Tour de France, the journey is wacky, grotesque and its plot is hidden beneath the exploits on screen by the absurd doings of the characters. The humour is quite dark in places and the animation looks to surprise at every turn, becoming quite surreal in places you would expect realism. With almost everything being exaggerated in some form, it keeps the animation fresh in the audiences mind and that being said keeps them glued to the screen.
I would recommend this film to those who enjoy watching humorous grotesque animations, a flair for the theatrical or into the wacky day to days of people who rival the personas of some cult classics such as 'Wacky Racers'.
The animation is derived from french culture and follows the story of a boy named 'Champion' who dreams to win the Tour de France, the journey is wacky, grotesque and its plot is hidden beneath the exploits on screen by the absurd doings of the characters. The humour is quite dark in places and the animation looks to surprise at every turn, becoming quite surreal in places you would expect realism. With almost everything being exaggerated in some form, it keeps the animation fresh in the audiences mind and that being said keeps them glued to the screen.
I would recommend this film to those who enjoy watching humorous grotesque animations, a flair for the theatrical or into the wacky day to days of people who rival the personas of some cult classics such as 'Wacky Racers'.
Friday, 6 March 2015
Monday, 2 March 2015
Good Omens Art Style Re-think
I have looked at a number of different styles and I have tried working in them. The most of which was the adaptation of styles from Backwater Gospel and the TellTale game series. It was at this point that I drew the following image.
Alan and I discussed this outcome and decided it would be fruitful to look into drawing straight blockier character lines, more like a superhero comic series. So I was prompted to look at 'How to draw like Marvel'. It details everything someone would need incite to before creating the more well known poses and physiques we recognise from Marvel.
Ill be making a blog post soon just following how I drew some of the tasks. I know full well the Good Omens novel doesn't have a link to superhero's but its the decisive straight bold lines that invoke me towards it.
Adaptation & Professional Practice Part B - Casting Aziraphale and Crowley
Crowley
I looked through a wide variety of highly recognisable male actors to produce the spark I need to casting Crowley and placing his character. I wanted a charming smooth talking actor that can flip into becoming quite serious and if needed to be quite evil in nature. Here are the names for the actors from top left to bottom right
- Benedict Cumberbatch
- Zachary Quinto
- Keanu Reeves
- David Tennant
- Robert Downey Jnr
- Ian Sommerholder
- Johnny Depp
- Russell Crowe
Aziraphale
I wanted to direct the angel role to an actor who looks clean cut, formative and can be perceived as upper class from the way they speak. Aziraphale is also described to be an eccentric Librarian, a collector of items and because of this I have chosen specifically these characters. I feel that when I look at them they fit the role I personally wish to assign, also the characters they play in some films seems to fit the criteria for the role perfectly. I have chosen to look at;
- David Denham
- Harrison Ford
- Alex Pettyfer
- Martin Freeman
- Paul Bethany
- Jude Law
- Leonardio Di Caprio
- Joseph Gorden-Levitt
Friday, 27 February 2015
Thursday, 26 February 2015
Adaptation & Professional Practice Part B - Possible Modelling Style
Looking into the art styles of Backwater Gospel in more depth I have taken to the styles well and look to incorporate the style into my own working. These are the planes from the character designs for the Tramp, separate planes that have image planes UV mapped to them and then simply curved round to sculpt the head.
With the front plane there was a grid that displayed all of the tessellation and it seems like the modeling has been done upwards to fill out and form the face. Then it seems like plane is curved from the edges to form round the then would be face.
Then they simply marry up the planes and from what I could derive from it is that the back of the head (hair plane) isn't warped round and is instead pushed up to make a flat back of the skull.
All of the head assets are very low poly with low tessellation, with most of the detail actually coming from the textures instead of the detail made from the model. The mouths are interchangeable and marry up to the facial expressions made by the character.
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