Portfolio

29

description

This is a portfolio of all of my work

Transcript of Portfolio

  • Wide Shoulders

    Showing a lot of skin.

    Skinny waist.

    Pocahontas run cycle used for representation of

    zombie run

    Bite

    marks

    show

    violence

    and

    possible

    infection

    The use of tone and shading to create

    depth, shadow and makes the monster

    seem more mysterious

    Black shadows around

    the eyes to show that the

    eyes are dead/ dying

    The monster (zombie) characters body will be extremely skinny around the

    stomach and waist so much that it only

    shows the spine and the hip bones, no

    skin.

    Scratches and scars create a

    sense of danger within the

    character. It gives the

    character a backstory

    without telling the audience.

    Reference

    Warm Bodies

  • Skin decay is useful to give that added

    detail. It adds to the representation of

    the living dead (zombie). Giving the

    audience that instant feel of danger

    and horror.

    Detail around the mouth

    showing behind the skin and

    the skin rotting away

    Very pale colours to show the light

    (life) slipping out of the character,

    representing the monster dying.

    Green/yellow and brown colours to

    representation sickness. Gives the

    audience the sense of an uneasy

    nature either within the colour, his

    thoughts or his surroundings.

    Browns, creams, blacks, greys and whites

    will be used for the monsters rawer areas

    and skin to show dirt, rot, decay and

    general abnormality for the characters

    well-being.

  • Basic cargo green pants for the

    monsters bottom half

    Big clunky brown

    boots

    Green shades and tones to be used for the costume.

  • Reference The Princess and the Frog (Shadow Demons)

    The immediate feel of these shadow drawings are

    that they are scary. The use of strong, bold lines but

    also the use of the fluidity and loses ness of the

    silhouettes themselves offers a scary and captive

    nature

    The way in which the shadow gets

    smaller and thinner towards the base

    shows how far away the person or

    thing is who is creating the shadows

    The simplicity of the

    shadow gives the

    audience the chance to

    create their own

    interpretation of the

    shadows, adding to the

    mystery

    The fact that the shadows arent completely pitch black and you can see through them slightly adds to

    the characteristic of it being a shadow.

    The shadows stick to the ground

    which help show the audience where

    in perspective they are.

  • Industrial ColoursUsed to show temperature within the

    atmosphere and surroundings.

    Whites, blacks, greys, creams, stone and

    pale blues, these are the colours situated

    within the industrial colour schemes. They are mainly used in environments i.e.

    landscapes and buildings. Mainly within

    horror genres to create danger and

    darkness.

    Steampunk coloursSteampunk is a collaboration of brass

    chunky metals so orangey/brown colours

    are useful to create the feel of metal. A pale

    green esc colour will be used for the gears.

    Medieval/Victorian coloursAbstract colours like the ones above and

    right i.e. reds, purples, blues, golds and

    browns are used to create quite royal but

    raw materials. Blue is used for royalty

    and the rest help create that rugged and

    tough design that is displayed within

    medieval work.

  • - Steampunk/Medieval

    Post- Apocalyptic

    Medieval Basic materials and textures

    used. No bright

    colours, but a lot of

    tones and shading.

    Scratchy, rough

    textures

  • Steampunk information to

    understand the mechanics and feel

    of the style and design so that it

    can be captured professionally

    within our building designs and

    assets.

    The style of using

    chunky metals within

    steampunk structures for

    buildings offers a feel of

    the future. The idea of

    steampunk is to show all

    of the cogs or different

    metals coming together

    in a neat and tidy way.

    The actual designs and

    layouts of the materials

    are very appealing for an

    audience to view.

    The pocket watch is a

    major asset within this

    project. It controls and

    obtains the motivation of

    the main monster

    character. It drives his

    feelings of love for the girl

    that he is trying to find

    throughout the short

    animation. This design is

    very fitting for the

    steampunk feel that has

    been chosen. It shows all

    of the working cogs within

    the watch.

    The design of the gates

    show all of the cogs and

    metals fused together

  • Medieval torches and

    candle holders. Used

    as the only source of

    light

    Steampunk lights use basic

    chunky metals.

    A combination of both steampunk and medieval will be used as that is our desired

    look and feel. This will add a rawer more rugged appeal.

    Wooden candlestick holder (Medieval)~

    - Wood (Raw material)

    Iron Torch and lantern

    (Medieval)

    - Iron (Raw Metal)

    The simplicity of these lights is

    what gives them their steampunk

    esc style and design.

  • This is the initial

    storyboard that I

    created alongside

    Scott. This storyboard

    was taken and

    developed from the

    original presentation

    that I gave.

  • This is a piece of

    concept art that I

    created as collage for

    the gate scenes of the

    film. I created this

    using lots of different

    texture images I found

    on the internet.

    I created this concept

    art on Photoshop using

    lots of different layers

    and masks.

  • This is the second piece

    of concept art I

    created. This was

    designed to show the

    look and feel of the

    film. Creating the hand

    greyscale was to show

    the sort of colour

    palette we were looking

    to use. By colouring the

    bite and the pocket

    watch this was to show

    the importance of

    these two objects.

    I created this concept

    art on Photoshop using

    the image in the

    bottom right for

    reference.

  • These are some of the backgrounds that I finalised and made greyscale in

    Photoshop once Stef had created them. The smaller images show the

    original background design and the three bigger images show the final

    backgrounds that I created.

    The idea to use greyscale was a group decision when were looking at our initial

    research and discussing what overall look we wanted for the film. We took reference

    from the film Sin City and went for a look and feel similar to that of the film, using greyscale and monochrome throughout. Img.1 shows the background of the floor

    for one shot in the film. Img.2 shows the background of a floor and wall. Img.3

    shows a grainy wall texture

    Img.1

    Img.2

    Img.3

  • These are the first four

    backgrounds I created from

    scratch. I created all of my

    backgrounds on Photoshop, using

    Chagos animatic and the shots he used for reference. Img.4 is a

    background displaying Spinnaker

    Tower from below. Everything

    again is done in greyscale as this

    was our chosen colour palette.

    Img.5 shows a very basic

    background of a wall. Img.6 and

    Img.7 are the same background of

    the laboratory door and windows

    just one is more zoomed in than

    the other.

    Img.5

    Img.4 Img.6

    Img.7

  • These are the final four backgrounds that I

    created for the project. Again continuing with

    the colour palette of greyscale I created

    backgrounds that displayed the inside of the

    laboratory.

    Img.8 shows the initial shot inside the

    laboratory, displaying some scientific props and

    a window at the back.

    Img.9 shows right outside the laboratory doors,

    the stairs that lead up to the doors and a sign

    pointing towards the main attractive (the

    laboratory)

    Img.10 shows the laboratory doors and

    windows from inside.

    Finally Img.11 shows similar aspects to Img.8 displaying scientific equipment.

    Img.9

    Img.8 Img.10

    Img.11

  • The next few pages show all off

    the six assets I modelled for the

    project.

    This page and the images on it

    display the padlock and chains

    I created for the scene with the

    gates. The padlock, padlock

    hook and chains are all

    separate models that have been

    parented together so that they

    can be controlled as one. The

    pocket watch is the only model

    to have an actual texture on it,

    the rest of the models are just

    textured with dark plain colours

    so that they fit within the colour

    scheme that is consistent

    throughout.

  • This page displays the pocket watch model. This is the only model that has

    been given a texture other than a plain colour lambert. The texture used for this

    model was a picture (shown right). It is a picture of a woman in black and

    white, this was so that it can fit again within the colour scheme. This model is a

    very important aspect of the film as it drives our protagonist to continue on his

    mission. This model was simply created and then smoothed to look and fit

    more comfortably in the characters hand.

  • This page displays one of the aspects that belong within the

    laboratory. The model have created is just a block, made to look

    like a computer with a table next to it. This model looks

    interesting due to the extra models I created for it. On the table

    on the right hand side I have modelled a scroll, pencils, pens, a

    paper weight and six test tubes in a holder. This model doesn't

    interact with the character it is just there to give the audience

    the feel that the character has looked into an actual scientific

    laboratory.

  • This is the model gate I created. This is a very important aspect

    of the film as it is involved within several of the main scenes.

    The gate has two doors at the very front that swing open and

    closed. This gate consists of two walls, two pillars, an archway

    and two doors. The padlock also belongs to this model.

  • This page similar to page 24 displays another set of scientific equipment that has

    only been modelled to help the laboratory look more like a laboratory. This model

    consists of two main models: the oval heater on the left and the switch board on the

    right. The heater has been made entirely as one model, giving some of the faces a

    black texture to make them stand out. The switch board on the right has been made

    up of three different models all parented together. It consists of a switch, volt robs

    and the machine itself. These two models are connected by a simple pipe that runs

    out the side of the heater and connects to the top of the switch board.

  • This final page of asset models displays another set of

    scientific equipment. This is just a table that is located on the

    right hand side of the laboratory. The table has been created all

    as one model and smoothed out. On top of the table there is

    another set of six test tubes in holder, three beakers on the left

    side and one jar on the right. I didn't want to over complicate

    the scientific equipment in the laboratory as I didn't want

    attention to be taken away from the main attraction (the button

    and the character).

  • This is my final section of animation that I have done for the production of the film. My section

    consisted of 8.1 seconds from 9-18. I organised and split up the 35 second film into sections that were

    manageable for everyone in my group.