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Showing posts from October, 2018

Baby Driver Story Analysis

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Our task this week was to do a story analysis on a movie of our choice. I decided to choose Baby Driver. Firstly we had to talk about the main character and give a brief detail about them and what happens to them in the story. Here I gave a summary of the story and how Baby changes throughout the story. Next we has to talk about the setting so I gave a short description on the modern day Atlanta and talked about how Baby spent his time there. For the second part we has to write about the different stages of the story and how the character develops from each stage. I also gave a description on what happens in the story at that point so you get a little bit of context about what made Baby feel the way he does and then in the next scene how hes changed. End summary: Overall I am pretty happy with my story analysis, I used some storyboard keywords like hook and also I am getting better at Photoshop. Next time I could possibly add more to the timeline for exa

Mudbox alien head

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This week we has to try create an alien using mudbox. Our first step was to create a cube on Maya and then export it to an obj file This gives us a different type of cube than the mudbox one. The one on mudbox can be pulled and played with because it has much higher polygons compared to the Maya one which only has a few that can be moved. < Maya cube <  Mudbox cube Next we turned on mirror mode which meant that whatever was done on one side was exactly done on the other, here you can change to the x y or z axis depending on where you want to work. Here you can see that this example I made is symmetrical from the x axis. What we did firstly was pull the Maya cube into a shape using the grab tool and as it only has a few polygons it moved quite drastically. This is called level 0 where it is at the lowest polygons possible. < level 0 (front view) < level 0 (side view)

Ken Sugimori

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Ken Sugimori was born in Tokyo, Japan and is a Japanese games designer as well as a illustrator and manga artist. He is famous for his work on the Pokemon series which is where most people found out about him but he also worked on other titles. I like his work because it is bright and colorful, I like his style where his artwork looks like a painting and is so unique, his artwork looks like watercolor with the white to show shade and lighting that works very well, He uses a range of colors in his work which makes his artwork stand out. For my storyboard I think I could use this style to get the old manga feeling with no solid colors and a massive range of colors. This means that I could work with almost any medium and this art style will still be successful. Here is the Pokemon venusaur which is a plant based creature based on a variety of reptiles and possible dinosaurs. Here Ken uses a calm blue for the body as it goes well with the green leaves on its back, the massive pink f

Maya coke bottle

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This week I made a bottle in Maya starting off with a single cylinder where I gave 5 axis divisions making it more of a pentagon shape. Next I inserted a coke image plane to model off. Next I selected all of the bottom 5 faces and extruded them, then from here I could turn off the feature that keeps the faces together and then increase the offset to separate them. Next I changed from the rough cube model to a more smoothed model by pressing 2 on my keyboard this was go to swap between the views later on when making the bottle . After removing the top I could select edges and extrude, here I could add bends to make it look more like the bottle. For more detail and ways to bend the model I also inserted more edges using the multicut tool which I could then extrude and transform to my liking. Next was the texturing where I chose a ocean shader and changed it to look like the coke color that was more of a brown color, here I could change the foam color and the

Sergio Toppi

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Sergio Toppi Sergio Toppi is an Italian artist who specializes in using traditional artwork. He uses pen and has no other colours than black and white. With his unique artistic style most of the illustrations look mysterious and dark. Sergio uses cross hatching to illustrate his artwork but he also likes to add in a lot of details and shapes to make his artwork more crazy. I like his artwork because of the amount of detail he can get out of simply using pen with the cross hatching technique while also adding shapes and lines. This could help me in my storyboard work because there in no need for color as you can clearly see whats going on because of the shading and detail done with cross hatching Here Sergio used white to add space and shapes to make his artwork more diverse and interesting to look at, the rest of the details on the face were simply shaded with black by cross hatching.