Following a tutorial I had found, I produced this 3D robot character that although simple, allowed me to learn a variety of different tools available in 3Ds Max, enabling me to consider how to make complex shapes and structures from a single, simple shape via the implementation of said tools.
I hope that from further experimenting and tutorials I will be able to produce much more complex things and continue to applying textures to them.
Tuesday, 21 February 2012
Monday, 20 February 2012
Saturday, 18 February 2012
Virtual Environments Experiment
From my first
seminar on 3Ds Max I experimented with producing a ruined terrain piece that
could be implemented into a post apocalyptic environment. From this test I
found it easy to manipulate the object and shape it to give it a damaged
appearance.
One intention I had
when animating my scene was to give my camera a head bob effect as though you
were looking from the perspective of my character, walking around the
environment, making it appear more natural. By constraining a helper to a path
and link the camera to this helper I was able to alter the z-axis at
intermittent points to make it appear as though a character was jogging or
walking quickly.
By altering the gap
between the key frame points I could speed up or slow down the head bob to a
desired pace, making it appear as though it's the first person perspective of
my character walking through the environment.
Thursday, 16 February 2012
Virtual Environment Concept
A post-apocalyptic
environment after a freak disaster, e.g. Nuclear Holocaust, Meteor Strike,
Virus, with my character being one of the few survivors. Has a future setting
with destroyed environments, survival being key, where there is a mutated
threat or tribal/ bandit groups threatening survivors. Tools and other
equipment are made from combining equipment scoured from the wasteland with a
level of devolution having taken place due to lack of power and modern day
technology.
Crumbling structures
that are overgrown and rusting with living residences being slum-like, made
from scraps of different things, e.g. car parts used for it, sheets of
corrugated steel for walls etc. Shells of transport like trains altered into
living places, or small communities
created around suitable, safe locations - Subway/ sewers, remote buildings.
Limited power or
lighting, natural fire light used in certain areas - bandit or aggressive
faction.
Working vehicles
that have been customized to survive the wasteland - armoured with weapons
attached, spikes.
Overall hostile
environment with natural dangers e.g. radiation, mutants.
Friday, 10 February 2012
Blog Plug
You can see my first attempt at 3Ds Max 2012 since my first year at college on my other blog - http://icandrawstickmenalmost.blogspot.com/
Friday, 3 February 2012
Wednesday, 1 February 2012
Animation Research
The Backwater Gospel - The Animation Workshop
Visual Essay- Practitioner Research, Tomasz Bagiński
Originally coming from
an architectural studies background, Bagiński left this field to make movies.
His first movie Rain (1998) won some
local based awards that moved his career to working with Platige Image; a
Warsaw based post-production company focusing on advanced animation and special
effects for films. His first short film, The
Cathedral (2002), took him three
years to produce and received first prize at SIGGRAPH, an annual conference attended
by computer professionals, held in the United States.
Fallen Art (2004), Bagiński’s second short film received several
awards including another at the SIGGRAPH festival in 2005, making him the only
artist to have received two main awards from it.
He has done a variety
of other works including more short films and game cinematics as well as
commercials for a variety of different companies.
His current project is
a feature length film entitled Hardkor 44,
a steampunk/ fantasy based story of the Warsaw Uprising.
From looking at his
works I see some common themes within them. The environments he creates are
always quite surreal and might have some inspiration from his architectural
studies with the level of detail and design that they take, giving them sense to
the structure, whilst still having an unrealistic appearance. In his films
there is always a great deal of emotion effectively conveyed that grips the
audience and makes them more than just a visual piece, but thought provoking as
well. The works I have seen all have a deeper underlying message that is not
apparent until there dramatic end, making them seem light hearted and comical
at first e.g. Fallen Art, but have a
moment of strong emotion through a combination of the visual and audio used that
portrays the reality of the situation within it.
The main reason his
work is both the level of detail as well as the effect it has on the audience,
something that I hope to achieve in my own work by having it compelling and have
an underlying message. The surrealism of his characters and environments is
something I also like with it always having interested me and been something I have
personally wanted to create.
Rain (1998)
The Cathedral (2004)
The Kinematograph (2009)
An Animated History of Poland (2010)
The Witcher 2: Assassin of Kings - Intro (2011/12)
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