Monday, 16 October 2017

A Successful Human Morph

This was mostly done as I tried it some time ago with little success so I returned to it to improve as I now have a better skillset. I did the practice on plastic toys so humans were a different issue, the main difference was due to the camera shakiness which I fixed with a tripod.

Sunday, 15 October 2017

A Old Style Comedy Short


Recommended with Sounds on and In fullscreen





Made in after effects Inspired by Old Comedy Such as Laurel and Hardy.

          Effects Used

  • Add noise (Make it look older)
  • Add Grain (Make it look older)
  • Fractal Noise (To create the lines effect over the video)
  • Colour Correction  Tint

















Wednesday, 11 October 2017

Santa's Sleigh Low to High Poly


This is Santa's sleigh On the left is the low poly version and on the right i have the beginning of the High Poly version currently i am smoothing it to keep some of the edges which i want to look more metallic i am creasing them so they hold the position better. For My high poly i also intend on making indentations to add a effect. (see below for example)




I will be trying to attempted something like the white spirals but my own one which i will indent it into the sleigh to make it look more 3D and high quality.

Peer Feedback

Asset Owner Name
Ryan
Assessor Name
Georgia
Preproduction
Do they have enough research images to inspire them?

There is a number of different sleigh references.

Do they have enough reference images? If so how can you tell? If not why and what should they do to fix this?
There is enough references to build a model from including drawings.
Do they have a plan for what their high model will look like and what their low model will look like? Do you think this plan will work, if so why? If not what would you suggest?
There is no plan so far, however there is drawings for the model.
Should they have drawings for this model? If so do they have them and are they sufficient? If not why and what should they do to fix this?
There is a sufficient amount of drawings referencing the sleigh model.
Production
What is the topology of their model like?
The topology is stretched in certain places. This should be fixed in order to make the high poly model simpler to create.
Are there any technical issues with their model? (Overlapping faces, n-gons, tris, isolated vertices, etc.)
No, there is no technical issues occurring.
What is good about the quality of their model?
The quality of the model is good, it clearly looks like a sleigh. I like the minor details and the symmetry of the model and it looks as if it’s carefully been modelled.
What could be improved with the quality of their model?

When the high poly model is built, I think some of the harsh edges should be smoother and edges should be bevelled. However not all of the model should be smoothed as that would give a cartoon effect.


What should they do next and why?
Once the low poly model is unwrapped, you should focus on adding more detail to your model. It looks really good right now as a low poly model but it should include more detail later on.


As a Result of this feedback i am going to Go through the edges and straighten them up as well as add more where need to reduce the stretchiness on them. Currently I am UV mapping the low poly model which then I'll begin to bevel and some extra things to the sleigh. I have  already fixed some of the edges which didn't noticed were issue until overlaid the Checker board UV map on them.











Wednesday, 4 October 2017

Santa Sleigh Update 4th October


This is the updated version of Santa Sleight Since last time i have added The lamp which is still going through changes as i can't settle on one which i like, The Presents and the Bar for Hooking the Reindeer to has been Improved a bit. by giving it more space.

This is what i would consider to be my low poly work done and i'm going to start the uv mapping for the high poly model i am going to bevel the edges and Do some Bump or normal maps which i will likely do in substance painter.

Tuesday, 3 October 2017

Santa's sleigh


This is Santa's sleigh which is being used a model for both my creative and technical as well as my imagine worlds project I am making the sleigh so i have the basic slay done and i'm beginning to start making the lamp to go on the front as well as some presents. This Sled is the low poly version i have so indentations and other things to make it look better for the high poly version. I also will be adding some more Bevels to smooth it out a bit.

Monday, 25 September 2017

Storyboard of Faster than Light

Faster than light is a rouge light which is randomized levels but they follow a pattern for each encounter.  At the Beginning you arrive at a destination and you have your characters and the environment  which could be a Exploding sun or an Ion storm or even nebula. These all have effects on what will happen in the battle. The battle its self varies depending on the enemy but once defeated or wounded you could spare or kill them for difference rewards some of them being quest specific. Then you go back to picking your next destination slowing advancing through the map repeating the previous steps listed. They are many story based encounter wild cards which can effect the game play as well.

The game has many quests and various things that can change the way you play most of the time you have the core loop of 

Chose location
Fight
Quest/other things
Upgrades/Repairs
Repeat


A game storyboard is has to be more verity compare to a movie/TV show storyboard as with a game the thing your seeing is able to change so that needs to be accounted for.

Wednesday, 20 September 2017

Creative and technal

For my creative and technical model i will be making Santa's sleigh which will also fit in with the imagine worlds project i will give it a basic animation as well. Its your a simple sleigh which i hope can get looking good currently my issue is designing the bag as making a good bag is harder as i need to get all ragged and fabric bag parts as well. All of the modeling is done in Maya and i intend on doing the texturing with substance painter as i have found it easier to use.

Monday, 18 September 2017

Character Design


Its a Butler with a cape, the idea comes from my bigger idea of superhero Butler

Structure of a story

Most story follow within the same genres follow a similar plot even if the story is different. For example in adventure films you have an old grizzled veteran who is knowable and would send you off on the hero's adventure. then you have a side kick who is either a awful fighter but has other skills or the other way round nominally it is the reverse of the main character.

They is Then Normally a point where the hero needs help from an opposing faction and needs to make friends with them or they need to team up with someone they don't like

Hero or Hero's accomplish gets capture and needs rescuing

They get rescued

At around 3/4 of the way in the hero and the party lose all hope and are planning on giving up on the adventure until someone gives an inspiring speech. 

Villain is defeated

A lot of these point you can apply to a wide range of story's as most follow the same formula with the hero who has an object (Defeat bad guy or return object to a place and do a thing). Most Horror films have the trope of someone moving into a abandoned/old build or an old object is haunting them. 

Romance is Girl and Boy meet, Fall in love, Hate each other, together again. 

The same Plot points exist throughout most films as they are successful

Wednesday, 13 September 2017

Substance Painter

In Substance Painter

Render

I Have used Substance painter to bake the Turtle model which is just using the baking tool and 
selecting the high and low poly models it's easier that Maya to do successfully. I spent the rest of the time working on painting the model and tried many different methods to make what i ended up with.
One tool i used was the Paint layer and the layer masking tool Which allows me to make big changes to the model quickly as you can change the color scheme when needed this is useful if you were to have a new idea or you needed to make a new skin/recolor of the character.

 I have found Substance painter to be more Useful and less Tedious than Photoshop or mud box to texture with as it can do large arears, you also have a large variation of objects and materials to use to be able to add to the model without needed to Look and Download them off 3rd party sources. When Exporting you also have the option to export in different ways to fir the software your using to display/animate it also the maps and other individual parts can be exported as well.

Naming can also be used to link certin layers by useing it you make it so that layers you dont' want to interact with each other don't

I'll likely be using substance painter in the future for other models i make as it will the models i make easier to texture and i'll likely be able to do it to a higher standard. 

Sunday, 10 September 2017

Colour Change


This shows The colour change effect in after effects shown off on an apple i used the recolour tool within a adjustment layer to make sure it would not effect the table. I used a second mask to show off the effect where the blueness fades over by pulling it over the original footage. I also used Mask trackin and noise removal to compensate my the shaky camera.

Wednesday, 6 September 2017

Testing Substance Painter


Substance Painter is a tool which allows you to texture UV with a wide range of brushes and effects it has a UI which is close to Photoshop to its not hard to pick up and it allows for a large veariation of effects and patterns to be created. For example I have used a wooden Material on the base and added a red tint to it. The Model its self i Put a full Metallic spry on it to make it more shiny. This is an alternative way you can texture UV.