My chosen quote for the lip-sync animation is "No, no! Don't do that. If you shoot him you'll just make him mad."
This is the basic character movement for the animation. This is before the facial features are added and the movements cleaned up. For me, stage 1 (the outlines) was more of a movement test of animating two separate characters at once. I think at this stage I've done pretty well to get the movements clear although the character on the left doesn't seem to have such a clear movement as the character on the right.
Showing posts with label work in progress. Show all posts
Showing posts with label work in progress. Show all posts
Monday, 4 April 2016
Tuesday, 8 March 2016
1st Draft of Script | Feedback Wanted | Work In Progress | Fantastic Voyage
This is my script so far. I'm still working on the second half but it would be great to get some feedback for my work so far. If someone could check I have my cells the right way around too that would be great. I'm still a little bit confused on the science behind this but think I'm beginning to understand it now.
1st Draft
Sign how the body fights infection
Red backdrop
X2 blood flow cam belts pop up
Sign this is the blood...
it's healthy at the moment
B Cells
1 to pop up centre stage
Big flashing arrow to drop from top
Sign this is a B cell
it has 2 jobs
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Remove front parts from stage
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Warden tower to move in -->
Sign one job is to keep an eye out for suspicious activity
Spot lights scan area.
Infection
1 to pop up centre stage
Big flashing arrow to drop from top
Sign this is an infection
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Remove front parts from stage
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Sign when it joins the blood stream, the 'wardens' raise the alarm!
Red alarms drop from ceiling flashing
SFX sirens
Sign then they attack
Warden tower moves off stage <--
SFX "charge!"
Swarm of B cells moves in -->
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Set moves left
New set moves in (to represent magnification
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B cells and infection clash
B cells enter from left and infection from right.
SFX battle sounds
Sign sometimes they need back up
Poster unfurls from top (wanted poster)
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Remove parts
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T Cells
1 to pop up centre stage
Big flashing arrow to drop from top
Sign this is a T cell
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Remove front parts from stage
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Sign they're here to join in with the fight
Sign a lot of effort goes in to fighting the infection
Sign this can be why we feel drained
T cells move on from left and join the battle
Friday, 15 January 2016
Arthur Christmas | Photoshop | Work in Progress | Personal Work | From Script to Screen
After doing my like for like storyboard, I found that Arthur was a really nice character to draw. This is the start of a drawing that I have done of him. I'm planning to finish this later but I'm definitely proud of this work so far.
Thursday, 10 December 2015
Part Textured Scene | Hibernaculumis | Work In Progress | Maya
I've started the texturing process and plotting in some basic window shapes. I'm not sure if they seem too clustered yet but I will add them to the other buildings first in this manor before I make a better decision.
UVs Completed | Hibernaculumis | Work In Progress | Maya
Wednesday, 9 December 2015
Ice Landscape Test | Photoshop | What If
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Original Attempt |
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With help from Jordan |
Tuesday, 8 December 2015
Hibernaculumis | Work In Progress | Maya
This is the work that I have completed so far in my Maya scene! With a few small hiccups along the way, I have manage to model all of my buildings which are all looking great! I've mapped out some of the UV's which do need a bit more work on, just to make sure that my textures lie across the surface properly. Finally, I've mapped out a rough version of my city. This isn't my final piece but a great test version which has allowed me to scale all the buildings and set the city layout and the camera angle as well as some basic lighting!
The images above show my progress from when I first imported all the buildings into a test scene and replacing some buildings with better models, to testing lighting and basic UVs. The final image was a test with the matte painting to check the colour of the lighting used in the scene.
My next tasks are:
- to add in windows and doors
- UV the remaining buildings
Wednesday, 2 December 2015
Making the Buildings in 3D | Maya | What If
I've finally started making my buildings. I struggled with this for a few days trying to make these from shapes such as cylinders but I've since realised that as long as I get the correct angle, I can make them via block modelling. A lot of the shapes used to make these buildings are repeated but have been rescaled. This is helping with the pace of working and is creating some great results.
Monday, 30 November 2015
Concept Art Update | Photoshop | What If
The repaint of my concept art is almost complete. It's been taking a lot longer to complete than I first thought it would but I'm definitely happy with the progress I've made so far on it. I just need to add in the windows and doors with a few final touches and it will be done!
Texturing | Alleyway Scene | Tutorial | Maya
Saturday, 28 November 2015
Alleyway Update | Lighting | Tutorial | Maya | Screenshots
The lighting is now done for the alleyway scene. These are the 12 renders I took of the scene throughout the process from start to finish.
Wednesday, 25 November 2015
Jake the Giraffe | Progress | Animation | Flash
I've been tweaking my little Giraffe in Flash. This time I've flung his neck forwards a bit when he hits the ground. I've also added a background although this might just be temporary at the moment as I''m not such that the pixelated effect suits Jake as much as I first thought it would.
I've also just noticed that his tail is not as animated and seems to hover in mid air when he hits the ground. Time to edit it some more!
I've also just noticed that his tail is not as animated and seems to hover in mid air when he hits the ground. Time to edit it some more!
Tuesday, 24 November 2015
Progress of Rework | Photoshop | What If
I've been carrying on with the rework of my final concept art. I'm happy with this layout and I'm now using the new techniques Jordan had shown me yesterday to help rework and paint into my piece.
Work so far:
Work so far:
- I've sorted the sky and the skyline to show the city extending back further.
- Grass, hill and path have been extended and merged together a little better with hightlights.
- Started the paint over of three of the buildings as the black outline around them breaks the illusions of depth.
Sunday, 22 November 2015
Alleyway Update | Tutorial | Maya | Screenshots
I'm part way through the lighting tutorial and I realised I hadn't posted an update on the Alley Way scene for a while! The UV layout is complete. This process took slightly longer than I anticipated as moving the file backwards and forwards from uni (Windows computer at uni, Mac at home) is messing slightly with the material that I had assigned. Now I have worked out how to change this back and fix it, it is a very quick change before continuing. Now onwards onto the lighting!
Thursday, 5 November 2015
Alleyway Update | Tutorial | Maya | Screenshots
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Main alleyway complete |
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Side view of lamppost so far |
Thursday, 22 October 2015
FEEDBACK PLEASE | Final Low Angle Exterior | Invisible Cities | Photoshop | WIP |
This is the low angle exterior shot for my city - Anastasia. The concept behind this shot, is that we are in the poor side to the city. This is where the miners live, behind and in the main city wall with the mines behind this viewpoint.
I think I've done really well so far but I'm starting to stall on the finishing touches. If anyone has any feedback on the piece so far or what to add, that would be lovely!
I think I've done really well so far but I'm starting to stall on the finishing touches. If anyone has any feedback on the piece so far or what to add, that would be lovely!
Thursday, 15 October 2015
Logo Design | Illustrator
On Friday we learnt some basic skills in Adobe Illustrator. This was used for experimenting with branding for our work. We learnt how to create a banner, duplicate on a pivot point, how to merge objects together and trim away excess.
I think that the pieces that I created in class are a great starting point for a logo but they need refining before use. They are mainly mired pieces, which is a great quality but I need to work on what colours combine together well and what shapes are needed to create a logo with depth and meaning.
I think that the pieces that I created in class are a great starting point for a logo but they need refining before use. They are mainly mired pieces, which is a great quality but I need to work on what colours combine together well and what shapes are needed to create a logo with depth and meaning.
Wednesday, 23 September 2015
1st Maya Tutorial | Goblets | WIP | Screenshots | Maya
This is a screen shot of my work so far on the 1st online Maya tutorial. I think I've done really well and have improved massively on the NURBs egg cup and really refined the shape down. The shape is really smooth and refined compared to my last attempt and I do have more of a straightened edge to the first. Using NURBs was a lot easier today as what I had learnt in lesson had sunk in and taken effect. I'm also beginning to understand the process a lot more as well as remembering where buttons are in the menus and which arrow keys to use.
I'm part way through creating the 2nd egg cup using the polygon method and so far, I feel very happy with my work. I've had a few hiccups due to using the wrong arrow tool and was redefining just one plane of the stem and not the whole outer edge. I understand this mistake and now I've corrected myself, I feel a lot more confident with the program.
I'm part way through creating the 2nd egg cup using the polygon method and so far, I feel very happy with my work. I've had a few hiccups due to using the wrong arrow tool and was redefining just one plane of the stem and not the whole outer edge. I understand this mistake and now I've corrected myself, I feel a lot more confident with the program.
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