Saturday, 2 December 2017

Red and the Kingdom Of Sound: Out the Doors

  The Project that I have contributed for since July has since begun rehearsals for initial tour of Europe, starting in France and then moving to Germany before containing across the rest of the continent. I was only brought in on July, when a good two thirds of the project was complete but that didn't detract from the enjoyment of it all.

To paraphrase; the whole effort was a 14 month development involving 17 people to realise and everyone on the project had a wonderful time making it.
  The bulk of my contributions were on the bystandaer animations for the Overture, where I worked with my classmates Jack White and Max Ashby. The bulk of the models for characters and environments had already been completed, providing focus for the animation phase. The library of movement sequences I had contributed were used among other libraries in a number of the other districts including the trombone and trumpet districts and the finale. There was certainly no shortage of work, especially near the end when there was a push to get everything ready for rendering over at GarageFarm by the beginning of November.

  The work was certainly ambitious, I don't envy the studios that have far more resources so it was exhilarating to get some really busy but well-designed layouts processed for our small team. It's going to be exciting watching it travel around Europe.

There might be more of the sequence to come. The scenes we have may be out the door but there is no shortage in the variety of instruments that make up a healthy-sized orchestra, each of which is ideally going to be represented at some point.

  Photographs are courtesy of project lead Phil Gomm and his assistants when they accompanied the project to a rehearsal in France.

Tuesday, 21 November 2017

WIP: Rabbit Warrior

  Over the weekend I felt like my model design skills needed a tune-up. So to alleviate this I took on a challenge for a friend and built one of his character ideas as a 3D model. There is still work to do, particularly texturing, accessories and inside the mouth, but so far the model has come out reasonably well and has allowed me to brush up on some anatomy skills.

  It was also fun to keep my creature design skills sharp as, as the character has a number of animal-like traits. There is also room for texturing tricks like alpha channels, material mixes and blending that should keep me occupied.

I am particularly interested in rigging the character up. I am familiar enough with digitigrade legs but the ears and maybe even the hair are going to be a fascinating rigging and animation challenge.

Saturday, 4 November 2017

November 2017: Modified Showreel

I've been especially busy on the Young Person's Guide to the Orchestra project this past month. Work has been coming thick and fast but we are over the crest and things are falling into place.

In preparation for the project's conclusion I made some tweaks to my public animation showreel,  I felt like it needed a little more information and flow for clarity, to assist it in working better. These modifications include a few different sequences and details on the project the titles relate to and where I worked when it was created.

Saturday, 14 October 2017

YPGTTO: Crowds, Gatherings and More

  With a month to go work has been getting intense in the YPGTTO team as we all pursue the project's completion. One of my leading tasks as of late has been assistance in populating the environments with large populations to make the city appear busy and lively.

I expect the next five or six days are going to keep me extremely busy as the team prepares to get everything out the door. But what we are creating so far is looking rather impressive with the numbers the city in the Overture is being filled with..

Monday, 2 October 2017

Personal: A few Posing Designs

  While I may be going back to an old subject, I've been thinking lately on using my ideas. To build a lifestyle. The one thing I was told on thinking of such a direction was whether or not there was a market. I intend to use these images to look for that market. While dragons are perhaps a rather saturated direction, preliminary research always intrigued me that dragons and armour had almost two constants beyond the "anthro" communities, which unlike my ideas used human torsos and human spines:
  • Armour featured scale patterns, scallops and thorns, reminiscent of Gothic plate amour
  • Reptiles of any kind are frequently draped in all kinds of Mesoamerican motifs and designs
Some of it could be explained in how scales can sometimes (especially on much larger reptiles) be depicted as an armour of its own.But the Mesoamerican connection for any reptiles always confused me as to why this was the principle.

  I believe i could go further with these, I will be doing research in the coming days on whether there is a market for this kind of thing.

  It can't be all boyhood fantasies, one thing I'm aiming for with my research is variety, something to build off of. So it's not just warriors and swords and all that, what other avenues could be explored?

Tuesday, 26 September 2017

YPGTTO: Modeling Crowds

   To get some of the crowds, the YPGTTO team developed a plugin for preparing animations for  use in large crowds. In order to do this, each animation cycle was processed into an alembic cache, where it would be brought in and looped. A random generator allowed for the random application of colour and an animation offset was set for each citizen to give a bit of randomness to what stage of movement each of the population were in.

  The most time consuming part, once the caches had been created was to insert the crowds into the scene and have them follow a path, this was slightly tricky due to the meandering nature of the highways which went up and down as well as curving around.

  For a first test however, this turned out well. The crowd feels reasonably organic and there are plenty present to demonstrate the scope of the population within the Kingdom of Sound

Saturday, 23 September 2017

A Modeling Sandbox

  I've been doing a little practice work on a model that I made long ago, I've had plans to revamp it for a while. With time in Mudbox I hope to make the skin considerably more convincing, which right now primarily serves as a base texture to build on. I mostly wanted ot go deeper with my modeling - better skin, better texture, better skinning, a test-bed for ways to create models that are a little more convincing

  The process was similar to the refinement of Four: A 3D model created in Maya transferred over to Mudbox then brought back to Maya as a low-poly model overlaid with a normal map.

It's not all geometry, underneath this structure is a skeleton so when the whole mini-project is finished this creature should be poseable, animatable and something that can be brought in to a more complex scene. At the very least I'm getting more familiar with Mudbox sculpting tools.