Friday 30 September 2016

30/09/16 - Production Studio (Interactive) - Prop (Part 3)





Not a 3D model, yet, but I figured before I got cracked into that I'd start on a rough turnaround of the cannon, for demonstrative and reference purposes. Also polished up the concept of the bird, as my secondary concept.
Could I have edited this onto my last post since they're done in the same day effectively? Sure. Am I gonna? Nah.

30/09/16 - Production Studio (Interactive) - Prop (Part 2)












Cannon concept has been refined, and a 3D model of it is in the works (will upload that later). I also elected to tweak the chest concept and simplify it, as well as added a rough tree concept - maybe it could be shaken and have the coconuts fall and be used as cannonballs, or something. Alternately it could just move in the background as if with the wind, to make the scene feel more realistic.  I also added a concept for a small bird, that might be seen hopping around and pecking at things in the background.

Sunday 25 September 2016

26/09/16 - Production Studio (Interactive) - Prop

Blogger stubbornly didn't want to let me upload concepts for my prop, but finally, here we are.
I roughed out two different props to start (ignore the fact that the first cannon colour concept isn't completed) - a cannon and a treasure chest.

 I decided that the cannon would be the prop I chose to model, so here's an extra more refined front and side view sketch.


Wednesday 14 September 2016

14/09/16 - Creative Studio - Concepts

Wanted to rough out some concepts for a skull element to use in the creation of my zoetrope. So far I'm planning on using this as the 'final' model that the other elements will create, but we'll see about that later in development.

Started with a rough sketch of a human skull. I want to go somewhat stylized, so it's not heavily referenced or super accurate.

I then roughly broke these up into triangles and other shapes, since those'll be mostly what I work with when it comes to modelling, since I plan to stick to low poly.

Marked out the eye sockets, nose and cheeks, so you can see where things actually line up.

Also roughly coloured this to look like I've modelled it, so we can see how the final product might come out. 

Tuesday 13 September 2016

13/09/16 - Creative Studio - Synthesizing


The brief for this exercise was to create an illustration or animation to portray the idea 'what does society look like when it's working at it's best?', while also combining two of the methods from the earlier exercises.

I wanted to combine abstracting, with modelling, and create a character representation of the concept.

I wound up with this. A small, peaceful being with the world in its thoughts.

Wednesday 7 September 2016

07/09/16 - Creative Studio - Exquisite Corpse

We had to play the game 'Exquisite Corpse' with animation and animate something between a frame we created, and one we were given.

I didn't really have a lot of ideas, but hey, shark in space. Who then presumably eats space? I have no idea, but as long as this works.


Thursday 1 September 2016

1/09/16 - Creative Studio - Abstracting

So I'm yet to really talk about my idea for my animation on here.
In part because I have very little clue what I solidly want to do.

My basis, though, is I want to use bartending and mixology as my discipline for the animation, and I want to make a 3D zoetrope, since I like the appeal of sculpting and modelling something physical for this.
My only major idea with it so far is to form a skull with liquid motions and shattering and reforming - as if the skull was being poured and mixed like a cocktail. Is it abstract enough? I have no idea.
But it sounds like it'd look cool, so I like it for now.

I love designing characters and monsters, though, so when we were told to turn our discipline into one, I was into it.
But how do I make something from mixology?
I liked the skull and fluid ideas I had for the actual animation, so I wanted to make a creature that was both skeletal, but also slimy and drippy.

Hence, you got this - a creature that starts with dark goo at the bottom, and transfers into shifting smoke at the top - after all, smoke and alcohol are commonly portrayed side by side.
The rib cage and hints of a spine and pelvis allude to the skeletal side, and the face has a goopy, dripping open mouth, and no eyes (if you want a reason for the lack of eyes, I would consider it an allusion to the saying that 'bad moonshine'll turn you blind').






































In terms of what abilities this creature would have, I imagined a mix of shapeshifting and possession.
It said pose, but I wound up making a rough gif because I didn't know how to draw possession and it looked cool.