Sunday, 9 October 2011

Unit 1: Anatomy - "Waldepeer" Development Final Day

Hello Everyone,

A final look at the development of Waldepeer this far. I have completely abandoned my old approach and am going for something much more humane... somewhat sad.

I developed the following ideas from initial silhouettes using "Photoshop Phil's" method. This time though I was more compelled to incorporate more human features. I knew I'd have to deal with fatty tissue etc, a concept I find a little terrifying. Never the less I had a look into it, and yeah it's been a bit of a challenge but I think It's getting there.

I have recorded my progress below, the final concept will follow my final silhouette. My development is below starting from a few "fatty" initial sketches.

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As you can see Figs 1 & 2 show the initial sketching stages after the green light feedback. I was completely foreign to the idea of creating flab, It wasn't easy but this stage was good for me to get an idea of creating a robust "larger" then life character. My earlier designs were slimmer, this shows the progression as I continued, waldepeer getting larger and larger. It was a ways away from where I ended up.

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Next came some pose research, I didn't want to upload all of the pictures I took on here, lets just say I'm rather sensitive about my gut and do not wish to display a multitude of pictures of it on here. Needless to say this was the pose I chose... I liked the intensity but funnily enough I didn't end up using it at all. I liked the position of the shoulders and the direction of the face for the final pose...

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The new "Waldepeer Original" (above) was a block painting, just to quickly run through some decent angles, I knew I couldn't animate him too much sitting in a wheelchair. The best thing to do is just to show him in all of his deformed glory. I decided to work on the obesity of the Walrus elongate the teeth and shape the head with some puffy cheeks to match... It was beginning to come alive. The "Wald Polaroid" was to showcase a form of photograph incorporating an element of design into the final project.

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Next came the "Waldepeer Tone Paint" (above) I found a Victorian photograph and took the lightest and darkest colours as my 2 tones (Light vs Dark). I then knocked up another concept showing even more of a blubbery Waldepeer, I fine tweaked the face which I felt was quite human but still probably too Walrus, with not too many features of me in there. The background was to explore an olden day photo shoot, this was just for some simple tones. Never the less I liked it being there.

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The third concept (above - Wheelchair Near Final & Invert I rather liked but something still wasn't right (the wheelchair, the arms, the face, some of the depth, etc). I liked the direction he was sitting and how it conveyed the folds of his flab. This is where I could see the design unfolding, the wear on the edges were very effective for this concept. I even utilized Phil's method of flipping the image to see its flaws, this is what helped me narrow some of the obvious problems.

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Finally, the point I am at now, the final "Waldepeer" Silhouette is in place. I have even fine tweaked the wheel chair which feels much better to me now. I like freedom with the arms, much less constricted then the other images above. The blubber is well placed and the legs look much more fin like (which I thought would be a nice little topper) didn't want to go too human. The empty Polaroid shows the layout where I will set the final image, its simple block shapes but I will fashion something nice for the end scene.

That concludes this little update for "Waldepeer" the next post I make should be the finished piece, as polished as I can get. Wish me luck for the upcoming battle, I hope this is more of what the brief had in mind.

Anyway, take it easy people.

Over & Out,
xXStItChXx

Friday, 7 October 2011

Unit 1: Anatomy - Maya Exercises, Week 3 - Lighting

Hello Everyone,

Just updating my Maya Progress, got it neatly laid out too which is always the part that comes a little easy to me. Anyway I have enclosed a little animation at the bottom as opposed to posting multiple light passes. I think it shows a decent contrast between the light types and colour hues.

Anyway, I wont waffle, the images are as follows:

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The Image above (Front Light Directionality) shows the use of 1 point lighting with an image overlay. This is to convey a cinema screen reflecting onto its audience. The arrow depicts the directionality of light.

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The Image above (Back Light Directionality) shows the use of 1 point lighting from behind with an intense green glow. This is to convey an outdoor (alien) light overwhelming an interior door. The arrow depicts the directionality of light.

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The Image above (Lighting 2 Point) shows the use of 2 conflicting light sources - one directional and one ambient. This is to convey a beach scene at night (a theme I thought perfectly irregular). The arrows depict the conflicting light sources (blue vs white).

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The Image above (Lighting 3 Point) shows the use of 3 conflicting light sources - 3 spot lights in strategic locations. This is to convey a lighted statuette in a museum or local event. The arrows depict the strategic spots (conflicting light sources) primary yellow vs. secondary blue vs. Tertiary red.

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The image above (Early Morn - Fire Light) shows multiple uses of Spot/Ambient & Directional lights for the same scene. This is to convey the Dynamic "Mood" or "Nature" that can be attained by any scene via simple lighting changes (time of day/situational/etc). The arrows and anagrams depict the lights and colour in that particular render.

Well that does it for Week 3 of Maya, please let me know if any of you need help with Maya. I know one person in particular that has been having issues. I like to think I understand it somewhat after my limited use. Anyway just let me know if anybody needs help.

Stay cool people.

Over & Out,
xXStItChXx