Saturday, 1 October 2016

01/10/16 - Production Studio (Interactive) - Prop (Part 4)

We have models! Or a model.

3D is happening, which is saying something since I still don't understand or know what to do with the newest version of Maya.






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.