Showing posts with label Concept. Show all posts
Showing posts with label Concept. Show all posts

Thursday, 19 June 2014

Week 36: Texturing Design Ideas



 As the guys and I discussed the creature's texture, we thought it was would be good to give him a pattern (as discussed last semester) to emphasise his fictional/magical nature.


Throughout the process of creating the texture, I whipped up a few designs in mudbox to mull over with the guys:







We additionally discussed stripes, so I decided to try this out firstly. Neither of our hearts rested on this design, however.







In this, I was looking at simplicity in the design. I wanted tit to be striking but not so much as to take away from the character's design. The symbol on the back appealed to me and I felt something similar to this could be a possible winner.


In the early character designs, we looked at a more complicated design on the character.












In this case, I feel the use of more softer colours will be necessary. I did try to maintain a touch of the minimal approach as I had in the previous example. However, this design naturally required a little more detail. The team and I felt that the simpler the design the better.









With this one I was going for something a little different from the others. A little more futuristic, still simple, but somewhat more suggestive of another world. We did however, still feel that the triangle design, in its simple but edgy style made more of a statement, without taking too much from the character. So this is the route I decided to go down for the final design.








For the final design, I stuck with simple, but tried softer, more organic shapes. It was unanimously agreed this was the design to take on to the next stage.





Thursday, 13 March 2014

Week 24: Going Live - The forgotten tests

So I meant to throw this up here a while back. Long ago, around the time of the first age, before the 3D fires were alive and burning, I began a rough 2D fire comp test...it turns out it's supposed to be played super fast - LIKE LIGHTNING...but fire instead, so it's not really what we need anyway. Also, there's a few strange artifacts going on that need tweaking obviously. I was also going to look in to having the paper blackening before the fire as well, but I see no reason for it now; thankfully the 3D fire looks like the way forward!




So there super slight differences in the timing here. When it's too slow it doesn't look right, it's supposed to be a fast wipe sort of deal.




This one's slightly slower but it's not hugely obvious.



So here's a few stills to help you get the idea.


                               


Monday, 17 February 2014

Week 21: Going Live - Forever Texturing

Ok so, I've been meaning to post this up for a while. Rebecca and I have been messing around with projection in mudbox and maya.

                                  

This first piece is more of a  concept. The texture was projected on in maya (if I remember correctly). But there was so little control over where the texture sat. There's just a backdrop and light thrown in there too, to help create more depth.



                                                                     UV map


                                                     Texture created in Mudbox & PS



Elements put together in Maya


This is just like the test Rebecca previously posted, checking the projected texture against the map (obviously it's not in the right place, but you get the point).

The method that seemed to be easiest was to apply the paper colour/texture of the map as an actual shader and then to project the lines on top, placing them where we wanted them and just updating the changes from the projected stencils in mudbox to the existing shader. Once the lines were on the 3D model, they seemed to be less sketch-like. I think we'll need to tweak the stencil a bit. It's not perfect, but it is getting there.

Thursday, 6 February 2014

Sunday, 26 January 2014

Week 17: Mastronauts - Colour Ideas for Character

Using Tom's Character design, I created a couple of colour/texture ideas for the character. We were hoping that bold bright colours/interesting textures would really help to make him stand out of the live-action environments.



We also discussed the possibility of moving/swirling textures on him...Perhaps patterns/stripes etc.










An example of the character in the library.



Saturday, 25 January 2014

Week 17: Going Live - Map Reveal AE test





Just a quick map-reveal test done in After-Effects. Would be grand to get something like this in here somewhere.