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Showing posts from March, 2016

New Model/Concept Art [Loki's Helmet]

So this is my next planned model once I get both Doomhammer and Mjólnir finished and textured. So this piece being from the Marvel Cinematic Universe I need to get it to look very nice proportion wise. The helmet itself I think is going to be very tricky due to the amount of overlapping layers and as well as some unusual features. Those being the horns on the helmet which I think the only hard part for those is when they will curl back in towards the helmet. In this version of the helmet I will be adding a little something from the comics and that being a blue gem that in the comes he always had in his crown. I drew both a front facing and a side view for a all round basic look at the helmet in which it will help me make it easier to get the shape done correctly. I would be doing the back of the helmet however with it being very plain just from the side and the front view will suffice for what I need to get this helmet modeled correctly. After all of the modeling I will need to...

Bouncing Ball Animation

So today I was learning so animation techniques and the 12 Principles of animation, in which it teaches me the most important things about animation and how it should look and move. So I decided to try something out very simple but it uses one of the principles which is Squash and Stretch. So in the GIF above you can see a ball bouncing well the good thing about that is in the GIF when the ball is hitting the floor it starts to squish getting a lot smaller in height however you need to make the mass stay correct so I then stretch out the ball so it has the same mass but get smaller in height and bigger in width. It is a very nice thing to know because it helps in making the animation look correct because if it just got smaller in height it will just look as if it got cut off by something.

The 12 Principles of Animation

1: Squash and Stretch - this is how rigid or soft and object is. So an object will never just take one size so if you drop a ball from a height when it hits the floor it get squashed down and stretch out the sides of it. 2: Anticipation - An action that tells the viewer what will be happening next. So if someone is shooting a gun the anticipation of the person squeezing the trigger of the gun tells you that they are going to shoot it before the animation is even there. 3: Staging - Presenting your idea so it makes sense. This could be just how the area around the objects so in the film Monster House every house has either a picket fence or a wall however the monster house itself has no wall or fence which gives it a sort of feeling of dread and then house looking all dark. 4: Straight Ahead and Pose to Pose animating - Straight ahead animation is the process of animating each frame in order. Then you have pose to pose which is where you draw three key frames then go back to draw...

VFX Pipeline

Research and Development: Our shoot was a teleportation  scene so before we started the shoot I was looking up guides on how to create a teleportation effect and what is best for it to look plausible. Reference Images: These are used to to get a rough idea of how the scenery will look like in the shoot and how well it will work with the project it self as sometimes it will not fit what the project needs and make it look less good. Pre-Vis: For this we used Maya to plan out our projects so we had a rough mock up of what the project will look like and it helps in us planning how we want the scenes to go. Modelling: Modelling is used for objects that could be in the background of a shot or for certain things that the characters in the project could interact with if we were not to have them there for our shoot however we did not need any models in it due to us having everything we needed there. Lidar: Lidar is used to for reference on a larger scale to get a reference of a...

Model [Doomhammer Model]

So today we decided to do some more 3d modeling. The models could be of anything we like of any genre so I decided that because I have played World of Warcraft in the past and it is a game I enjoy I decided to model one of the weapons in the game. The weapon i chose was Doomhammer which happens to be very nice model and has some nice detail in the model. The picture I chose to help: As you can tell the model looks quite difficult however a lot of the detail in the model can just be done with texturing the only part I could worry about or just not have on the model is the cloth above the hilt that sticks out but we shall see what happens when it comes to me texturing the model. My model so far: The shape of my model is looking very similar to what the original looks like and I am enjoying making the model as this is definitely developing my skills in 3ds max as well as texturing. I will be updating this post with every time the model is updated.