Sunday, 17 January 2021

Collaboration - Playblasts and Renders

I have playblast all my shots for the eclipse scene and Torran will edit all the shots and other content together to create our final sequence. Upon reflection the animation for this scene needed more time as it is fairly unpolished and there are improvements I would make with more time. However, given the circumstances I think that this is sufficient. There are also some still renders below to show what the shots would have looked like if we were able to render through the entire sequence.  



Thursday, 14 January 2021

Character Design Session

 For today's online session we looked at the principals of graphic design and how to incorporate this into our character bibles for this project. The main takeaway is to make sure I focus on the design of the character bible and make the background's fit the theme without taking attention away from the main deices of artwork on the page. As my landscape designs for this project have a simplistic style these will work well for the backgrounds. 

Notes from class. 

For the second part of today's class we were given a tv show and asked as a group to come up with a character that would fit into that world, a prop and a location that fits around that character that could be marketed as a toy. Our group was given the show 'Miraculous' a show about superhero type characters all based around animals. I decided to design a hero type character based around a hummingbird.

Quick initial ideas.
I designed a evil lair space that could be a interactive child's toy based around Jasmines chameleon villain design. I also designed a small necklace based around hummingbird wings that the character i designed would wear. As a toy this would light up, play the show's theme song and open like a locket. The hummingbird character design for the costume has wing type shapes in the skirt and the sleeves. As the other characters in the show have all in one suites and masks I stuck to this design. The iridescent patterns in hummingbirds feathers stood out to me so I replicated this in the hair colour of the character. This was a useful exercise as I had to design a character off the top of my head quickly which meant I didn't waste as much time thinking about what I should be doing. 



Sunday, 10 January 2021

Collaboration - Animating

 For the scene set outside the Mayan temple there are too many Moom's to animate at once. As a solution I have decided to animate the Historian and the museum frame separately to the scene behind him. Below is a playblast check of one of the first sequences. Moom is currently moving to fast so when animating I need to make sure I time and pace his movements better. 

              

Scene modelled by Torran.
Here is the basic set up of the scene. Anything behind the museum wall will be edited in afterwards, this includes the exhibit and the Mayan people. 

Tuesday, 5 January 2021

Character Design - Week 6/7

 I have started to focus my character designs, there will be some developments however, I think this will be close to my final product. I have also designed some quick props alongside some ideas for my third background character. The main thing I need to focus on now is making everything coherent so that the landscape and the characters look like they exist in the sam universe. 

Kaiju - In more detail. 

Colour and prop concepts.

Second and third character height repfrence.

Second character sketches.

Kaiju and second character.


Kaiju with colour.

Third character.

Below is some classwork in which we look at perspective, and developing our characters further. I started to draw my environment in detail, although I have chosen to go for a more simplistic style, it will be easier to plan out the scene when getting to storyboarding.
 
Tokyo street.


Initial ideas for main stills. 

Sunday, 6 December 2020

Collaboration - Updated Script, Storyboards

 After some feedback and group discussions I have added some changes to the final script and added some story board frames to fit these changes. As a group we are comfortable with where we are in terms of story, however, I feel we are falling behind schedule in terms of modelling and animating. We need as much time as possible to animate in case of any mistakes or issues we may encounter. To do this we just need to pick up the pace. As we are all working on multiple projects at the same time, individual planning/ time management is key, I plan to make a time frame that I can stick to to make sure I get everything I need to do done on time. I think that my main concern is making sure that the comedy comes through in the final animation. A lot of the comedy in these skits is down to editing.

New Storyboard Frames

Updated Final Script by Alex on Scribd

Friday, 4 December 2020

Collaboration - End Screen

For each of our skits there are specific cuts. For the final scene we plan to end on a error screen. I have designed a cut screen and a glitch effect version to go between when editing the renders together. I also added a posed moom into the design using the facial rig. The pose is inspired by a character from the game Fallout. 

Fallout Character

First Design

Glitch Design 

Wednesday, 2 December 2020

Art Jam - Character Mash Up

 For this week's art jam Meg tasked us with morphing one video game character and one animation/film character together, as well as choosing a pose/ situation. I decided to choose spider-man as my video game, and Lydia Deetz from Beetlejuice as my film character - the character with a camera, swinging through a city. I used some different reference images from other pieces of art and game/ film stills to draw my character.