Showing posts with label Prop Design. Show all posts
Showing posts with label Prop Design. Show all posts

Thursday, 28 November 2013

Environment Finishing Touches


My first job for the environments this week was to address the texture problems we were facing as a group, our original textures were distorted and fuzzy due to the pixels being stretched so I took the opportunity to make a new  texture with a small colour injection to the wooden panels. I used the filter gallery to simplify my initial wooden texture and then used an adjustment layer to give the wooden a more orange-brown colour. After that I used a layer mask to apply the paint onto the wood and then overlayed a copy of the wooden initial wooden texture under the darken blend mode to reveal the cracks and darker wood details which would be present through the painted layer. 

Fig.1 Basis for the Castle UV Texture

Fig.2 House and Monastery UV Texture

Fig.3 Nuke and Nuke Smoke UV Texture

Fig.4 Dragon and Sign UV Texture

Fig.5: Tank UV Texture

Job number two was to start to scale all of the props up and get them positioned into the scene, this was very rewarding because I finally got to see how all my work was beginning to look like as it was finally all starting to come together as a single visual piece. 

Fig.6 Environment Scene front view

Fig.7 Environment Scene Perspective View.

The final portion of work to tidy up the environment scene is too add controls for each separate prop, delete the excess functions from the attribute editor and make the mesh non selectable to that it can only be altered through the use of the control.

Fig.8 Controls in Scene_1

Fig.9 Controls in Scene_ 2

Monday, 18 November 2013

UV Layout and Texturing the Environment Props


The next process after modelling the props was to set the UV layout for each piece, however before I could move on with the UV texturing process I had to approach the over complicated mesh by merging vertices together! It was pretty handy that I could merge without the worry of creating triangles seeing as the props are on a pop up set and are completely flat (except for a single extrusion on the outside edge to give it a slight 3D illusion).
Once that was sorted I was to get on with UV texturing the props, most of the props I used a basic planar map on as I think I am going to use a shader with a ramp and interpolation to build the impression of end grain in the wooden props, this will be something which will be shown for a split second as the prop is in motion so I'm not too worried about finessing a perfect highly detailed to the end of the wood but rather something which will be much more time effective with Maya shading network.
The only piece which needed real unfolding was the walls as they will perhaps swing when knocked and will reveal a lot more side detail etc. (See figure 1,2, and 3).  

Fig.1: Scaling the objects to relative size with one another and applying them to a UV snapshot

Fig.2: The UV layout for the post

Fig.3: UV Layout for the walls
After I had the UV's I took a UV snapshot to paint on inside photo shop (see fig.4) and then began to paint inside them, luckily most needed only to be scaled into the correct position as was the case with the treaty, in fig.5 however some props I will have to re paint because the over scaling from the original orthographic drawings is blurring the pixels and requires a higher resolution. 

Fig.4 UV snapshot of the castle and the wrecked castle prop

Fig.5: Painting on the UV's of the treaty. 

The next step is fairly self explanatory I brought the images back into Maya and applied them to blinns to be projected over the props. (See fig.6 and fig7.)

Fig.6: Castle and Wrecked Castle Textured in Maya

Fig.7: Treaty Textured
Whats Next?
The next step in the environment design aside from finishing off the texturing process across all of the props and making sure that they are fully refined will be to build the shader I spoke of above for the extrusions which will build the sides of the pop ups.
I will then move on to working on the supports of the props e.g: if they will be hanging from rope or lifted from wooden stands etc.
Whilst this is all underway I plan to create some props in 3D. After a discussion with my group members we have decided that certain props should maintain a 3D character (especially if the Viking interacts with them). I personally feel that prop elements such as the sack will be at their most strongest as a 3D element. Our animation has a strong potential to lean into the 2D realm of after effects or further into the 3D abilities of Maya. I don't want for the animation to be lost too far in the place of the 2D seeing as we are planning on using the stage as an image which doesn't move (as though you are sitting in the audience watching this theatre performance). 


Sunday, 10 November 2013

Stage & Theatre Props


With the idea of a pop up theatre in mind, I decided it was best to creating a framing device for our stage before proceeding with production. Using some aspects of our prop to frame our stage, I worked out roughly the amounts of space between sky and sea and the action area where our character will be animated.

Figure 1. Theatre Set Idea

Additionally, before compiling the storyboard and moving on with the animatic, it was apparent that our animation was going to need multiple theatre props. Before progressing, I decided on a simplistic hand drawn style that would look much like an amateur pop-up theatre, using wooden colours to contrast our set with faint overlays of real wood textures, as well as incorporating faint tapestry highlights by altering their opacity.

 Figure 2. Prop Sheet #1

   Figure 3. Prop Sheet #2

 Figure 4. Prop Sheet #3

 Figure 5. Prop Sheet #4

With the final hurdles of pre-production coming to a complete close, it is nearly upon us to move on with production completely. Character model progress to be revealed soon!

Sunday, 3 November 2013

Orthographic Drawings


With the character complete and pre-production coming to a close, the transition to Maya will be underway shortly. The orthographic views are now ready to go, however I am unsure of the side view regarding the character. Everything is aligned to the best of my ability, but only time in Maya will reveal the mistakes within the drawings before allowing us to address the issues efficiently.

Figure 1. Character Orthographics

Figure 2. Prop Orthographics

Saturday, 2 November 2013

Final Prop Concept


A combination of the initial designs for the character prop/weapon left us with the perfect fit our final concept. By splicing initial ideas 2, 4 and 6 from our original sketches (Found HERE), our polished concept incorporates the different aspects which we each individually found appealing. The prop was also rendered using the same style as the character to ensure that the weapon would suit the character and with his appearance.


With the concept now complete, a turnaround for orthographic sheets will be drawn up in succession of the characters. More to follow shortly!

Wednesday, 23 October 2013

Prop Development


Now that the character is nearing the end of its design process, it became important to begin developing his main props. Considering our character is a Viking, the most obvious prop will be his weapon. Drawing on previous research for influence, I begun to develop a series of sketches experimenting with shape and style to gain an idea of the final object in which would suit the Viking's character. While sketching, I decided it would be best to create some general ideas in the ideas of broadswords, hammers, and the most obvious, the iconic Viking axe. 

 Figure 1. Axes

Figure 2. Broadswords 

Figure 3. Hammers

It became apparent to me that when designing these weapons, incorporating subtle detail into our character's prop design could be a nice contrast with his simplified forms. Using simple shapes to begin the construction of each thumbnail sketch, the driving concept was to create imaginative weapons that fit the Viking visual style and also would suggest the strength and size of our character. From Figure 1, I like the simple design of sketch 2, but I also like the design of 4 with the subtle details connecting the axe head to the shaft. The most appealing sword from Figure 2 personally is design 3 due to its relatively historic accuracy regarding shape, and that fact that the broadness reflect our character additionally. However with the designs in Figure 3, I had the idea that the hammer could serve as a secondary weapon that could be a prop that is holstered on our characters belt. With this in mind, the simplicity of concept 6 appeals greatly, but in terms of using a hammer as our character main weapon, ideas 1 and 5 fit the bill nicely.