Showing posts with label Development. Show all posts
Showing posts with label Development. Show all posts

CD Artwork (Group)

@ Dayle and Sean - Please feel free to comment to give me your opinions also if you want case artwork as well, I have only done the CD so that I can print it up.


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Playblast of Animated Scenes

I have worked on the elevator scene and the Rick out scene where he picks up a sound on his boom mic.






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Final Making Of Title Page

Following Sean's Feedback this is the title page as it stands.





@ Sean - Is this what you meant as a compostion?

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Lighting Tests 1

These were just some experiemental lighting tests I did the other day, these feel a bit bright so will need to decrease the intensity and sort out what we want for the renders.

The texture on the ground was also a trail and WILL NOT feature in the final animation











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Extra Environment Details

To help speed the process along I have created a control console for the lift scene and some variations of wires to hang in the abandoned corridor.


Control Console (Based on design used in the animatic)

Wire Type A

Wire Type B

Wire Type C

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Playblast and Trail Render/s 3 - Office Scene

This is part of the opening scene where the camera moves across the desk to give a subtle hint of what might be lurking in the dark. I have put planes with basic blinns as representation of the blueprints, etc that will be added later.


Trail Renders
I tried adding point lights and extra directional lights and feel this may play out rather well in this scene.


The sharp move back and camera trained on lamp will be the section where it flickers and the redness of the spider enters.

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Playblast and trail render 2 - Alpha

As stated in the previous scene, I will add environment later and edit it where needed.


Trail Render

Same lighting used, Chose this shot to show how the camera could look up but maybe more exaggerated as a gigantic form approaching and towering over space.

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@Dayle and Sean - playblast of camera and spider scene and render shot

I have taken Dayle's advice and began to animate scenes that I can start working on with what I have and I hope to add the environment in and take the plane out.

@ Dayle and Sean - obviously the post work of static bit of the end of the scene and red glow will help this further but is this what you meant by distorted camera angle. As always any problems then comment back and will ammend them.

Trail render

  I have put one direction light in as an experiment to begin thinking about lighting, this is only a trail and will update this later when we decided on what lighting to use.


Below is a playblast of the scene and will edit it to the environment at some stage


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@ Dayle and Sean - Alpha Spider Rig and Walk Cycle 1

This was another basic rig and walk cycle that takes the lighting and red glow into consideration, that will be covered in Post production.

@ Dayle and Sean - Please let me know if you are happy with both spider cycles or if there is anything you want me to change then please comment.


Rig on Model

Separate Rig




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@ Dayle and Sean - Drone Spider Rig and Walk Cycle 1

This is basic due to lighting and red glow of the eye as was decided as a group. Also could be edited over in Post Production if needed.


Model With Rig

Separate Rig




I basically concentrated more on the joints in the legs because that is where more movement will be seen.





@Dayle and Sean - please can you both tell me what you think and comment back ASAP

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Ammended Spider Geomentry

I took Sean's advice of eight legs and where to place them from further research and they are hopefully now more 'spider-like'.

@Dayle and Sean, Please comment back and give me your opinions on this, I think the eight legs has improved the alpha but not sure on the drone. Are you happy with these now or any other adjustments you would like me to make?

I won't start the UV's until you let me know if the geomentry is ok

Drone Wireframe

Drone Smooth Preview

Alpha Wireframe

Alpha Smooth Preview

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Research - Spider Movements






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Environment Prop Textures

I have taken the group's advice on colour scheme and looked at my research material as guidence. I have created texture maps where relevant but also used a lot of simple textures to keep to the style.

@Dayle and Sean - Let me know what you think so far, I can't get the dial to come out clear on the radio so may try something different there and I will resolve the issue with the desk as there is a section where the texture missed (Unless the bottom of the desk is not seen in the shot) Please Comment back your thoughts



Radio
Radio Textured

Radio Colour

Radio Bump

Radio Spec




Desk

Desk Textured

Desk Colour

Desk Bump
Desk Spec



Lamp


Lamp Text


 
Lamp Colour





Lamp Bump




Lamp Spec



Flashlight




Flashlight Textured




Flashlight Colour
 
Flashlight Bump


Flashlight Spec



Emergecy Light





Emergecy Light Textured



Emergecy Light Colour




Emergecy Light Bump

Emergecy Light Spec



Lights

Lights Textured Front

Lights Textured Underneath

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About This Blog

StudioCrawler is a team of students working together on a collaborative project at the University of the Creative Arts Rochester, studying CG Arts & Animation. Stick by and watch us as we are challenged to create an animated film trailer for the festival Retro-Fest. Keep an eye on our news section and Twitter feed for latest StudioCrawler news and updates.

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