Thursday, 27 February 2014

MAV: Character Modelling Progress

More progress on our Character for the film, the mixture of organic and hard edge modelling is proving a bit trickier than I anticipated... but It's getting there!

Friday, 21 February 2014

MAV: Character Modelling

I've been modelling the character for our film after recieving Tom's final design. It's difficult to find time during the going live project, but I don't imagine there will be too many problems.

Monday, 17 February 2014

Going Live: Modelling Progress

Modelling progress, still blocking out most of the body and wings, but you get the idea. 

Thursday, 13 February 2014

Going Live: Dragon Head

The rendering isn't quite as good as the first test, but it's more just to post the model. Ignore any shading/texture errors.

Wednesday, 5 February 2014

Proof of concept track.

I'm afraid there's been a distinct lack of updates primarily because I'm going fucking mental trying to handle the insane amount of work we have.

Here's a track test. The track aint great, the key is atrocious... but given the poor lighting and environment, it worked rather well. It's done it's job and now I can move onto creating a prettier one.

Tuesday, 4 February 2014

Going Live: Character Design

Here's what I was thinking for the tone/look of the dragon, it's a little rushed but you get the idea. He's an evil, greedy, badass... which I tried to reflect.

I intend to pay close attention to the overall shapes and shilouette of the dragon, as that's pretty much all we see until the money shot at the end. Most of the details will probably get lost, and the overall body shape is far more important than the head.... but I drew a bunch of heads.

The middle/left one is the only one I'm particularly fond of... it's got  slight eagle look to it, which I reckon would add a nice touch. 

Going Live: Paper Shader Video

Not as effective at showing off the shading as I'd hoped to be honest, I think a full turnaround would work a lot better. If you look at the back of the head near the base of the horns, you can get a decent idea of how the light penetrates the paper.

Monday, 3 February 2014

Going Live: Paper Shaders.

Trying to experiment with the modelling/texturing/rendering to get the correct feel for the paper... which is made up of lots of subtle but important features.

I used procedurally generated textures and bump maps on a tweaked automatic UV, which I think is pretty successful and would save a LOT of time. The only downside to this is that in order to apply any displacement maps for detailed paper wrinkles/tears etc, we'd need to fully UV the model which would be difficult and time consuming.

I'm rendering a 40 frame video at the moment to show how the light interacts with the paper. I'll post that when I can.