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Showing posts from June, 2019

Character arc

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Narrative structure and character arcs seem to follow the same pattern in most media. Narrative structure will start with low points and as the problem arises the narrative will slowly turn into rising action until it hits the peak tension where the action will fall and there will be a resolution. With character arcs it will also start with a low point before the character is called to a higher purpose which will start their arc, here they will have their moment where they make themselves stand out by doing something special and unique. Next they will go through a trial of some sorts, mentally or even physically which will be a turning point this will bring them to their climax where they change and the arc ends.

Maya Car

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Our task was to make a car on maya, we started this by making the blueprint on illustrator. We then proceeded to make the side of the car, leaving out the top. Here are my first three attempts, the first one I tried making the whole car using the knife tool but it had the top and didnt have the topology i needed for the second one I made I messed up on the wheel arches making me unable to bridge , for my third attempt I fixed but didn't like how flat the wheel arches were.  On my new car I started with the pipe tool, from here I made the first wheel arch, I then did the other wheel arch. On my car these wheel arches were stuck out so using deformers I made it bend inwards and then dragged the verticies After doing this I realized that to make the car dimensions as they should I need all views of the car. So I downloaded the different views and lined them up so that the car matched from all angles, along with looking at my original car for reference. Next I made the

Project Management

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For the synoptic project we organised ourselves as a group using trello which meant we effectively worked together and knew what we each had to do. As a group we had some issues with filming shots and doing some tasks we were assigned, but after some time we did manage to sort out these issues and as of now it seems that everything is finished and ready. On trello we each had our own tasks assigned but some tasks had multiple people or the entire group. We also had a finished section that we would put the tasks in when done. We started with the tasks in different sections for pre-production, production and post production but as the tasks were complete we didn't need this order anymore. We also had some extra tabs for different things such as the presentation feedback section where we got feedback from our teachers. One other thing we had was a resources tab where we put links each of us found to different tutorials to help each other to do work, here anyone could help anyone no m

Business and Common Working Practices

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The Games Industry Here is a pipeline for the games industry where I split everything into sections of production, In these sections I also split them into phases in games as it is much more confusing than vfx. For games there is the concept phase which is the idea of the project and is the main focus of the pre production, one of the longest parts is the production because that is where the game is rigged and animated and textured which takes alot of time and effort. 1 Here is the new games pipeline I made, here I added some more things such as bug fixes and put everything into the right category of production The Animation Industry (3D) This is the 3D animation pipeline which is alot easier to be broken down it starts like the games project with a general idea with the story and some simple animatics to a long stage where the animation is rigged textured and edited, the audio will be done in both production and pre production as it has to be synced with the ani

Alien body

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After making the alien head we next had to move onto the alien body which we started to make on maya, I choose the dinosaur preset which we then used the quad draw tool on. With the quad draw tool we could make a low polygon version of our model making it down to the most basic form, here it is alot easier to texture and reform, I then made a tail , , one leg and one arm. Finally I added spikes and a nice gemstone at the tip of the tail. Here are a few of my attempts to the legs and tail, here I used the knife tool and they were too flat, compared to where I used vertices for my final one. I also did try a wing but it didn't work with  my model. Next I mirrored it and it added the other side of the mesh. Next I smoothed the mesh so it fits better with my low poly alien head. Finally I added my textures to the gem In conclusion I feel like I could of done a better body with  texturing, maybe planning out the head and body as a draw