Tuesday, 30 November 2010

Video references for Hero 1.0



This animation is amazing, everything seems so believable! apart from the story i believe this is the style that kofi is looking for in Hero 1.0. I will also be able to look at things like the bed and desk which is what hes asked me to model for his film.

Modeling for The Deep. Sofa

I have to model the sofa for the interior of the sub in The Deep. from the reference given i gathered that i was aiming for a Victorian style sofa, the ones with bronze legs and red leather surfaces. here is what Andy gave me



as you can see, i am aiming to have feet at bottom of the sofa legs, i am also looking at red leather and a dark bronze effect on the surrounding supports.

here are some more images that helped me out in the modeling



this has to be my favorite image out of all. what draws me to this is the detail it has, it looks like its worth thousands of pounds! its also strangely elegant! however, its not what we were looking for for The Deep.



this second images shows the golden/ bronze affect that the legs and surrounds have, i like how much detail there is!



i was going to use this last image for the modeling of the legs, at first i didnt think i could model the lion legs which andy wanted but i would try and give it a go.

here are some of my attempts for the sofa.




i was not happy at all with this out come, i dont think it did justice to the images i used, it just didnt look like i had pictured at the start.




the sofa above looked better, it looked much more stylised and a little bit more of what Andy wanted, i think its better to texture the sofa as you can meke it look rough and old, which would fit in with the surrounding textures and lights in the sub.



her is my finished sofa, very happy with the results, as you can see its no longer coloured but with the right textures it can do the job!

Modeling for The Deep. Fish

For The Deep, i have to model quite a bit of modeling so ive chosen to model the sofa and the swordfish. here are the images i was given for the fish for ideas.



this first images was an indication of what i should try to achieve, i gathered my own research and found that there are a load of different species of swordfish. I particularly like the bottom left picture as the fish's fins are quite out of the norm. this could be because its a CG fish but im not too sure as im having trouble telling.



I used the image above to model as it was a perfect front view, it was easy to work with.



as you can see here ive pretty much got all the shape of the fish out of the way, all thats really missing is the the fins and the eyes.



the images above shows the finished fish. all thats missing is the back support and the bronze plate with the date and the film title.



final model, no textures or bump map for date and title. very happy with the result!!

Props for Hero 02

I was told that the living room shot was going to be cut out while modeling a bookshelf, as always im not bothered as its only doing me good! i was given some references to what i should try to aim for, i also did some research myself to find a nice image to use for the modeling. here they are.



this images shows the stype but doesnt really help me in terms of modeling, as you can see its got a lot of books and they're not exactly a challenge to model. I asked kofi if this was more of what he wanted and he agreed, which meant that I could get a start on them.





this is an Ikea bookshelf, Ikea is can be very contemporary so its a great place to look for images for kofi's work.




looking at my bookshelves at home i can see that hardly any books are actually on them, nowever, there are loads of other things like porcelains and ornaments. I decide to ask kofi if there was a chance of maybe adding other things not just books, he was happy with it so i decided to try to model the second clock from the pictures above.
i also used the CP curve tool to makes some vaces and still keep the look he wanted. here is an example of what I am currently working on. the clock has not been finished.



full shot



this last image looks very empty but all i need to do is group some of the books and duplicate them in different areas giving it a fuller look.

Props for Hero

Once again i find myself modeling things which will not be used, I dont mind doing it as i know its only adding to my skills, I was today set the task of modeling a sofa for Kofi's work, he gave me some images and it was pretty easy to model. it didnt really push me but i enjoyed it. here are some references of what he would like.







Here are the sofas, I have to somehow model either of these 3 sofas, not to exact detail but this is the look that kofi wants, the first image is very contemporary and the other two seem a little more homely, i chose to model something in between, (so i think)



the colours you seen on the sofa are just shaders, they were gona be more detailed but as the shot where the sofa would be has been scrapped, so has the sofa, never the less, i still am happy with the turn out, i may also return to it and add some more detail, maybe some cushions and some buttons.

Wednesday, 24 November 2010

practising rigging

as i have agreed to rig a model for a movie i have started to practice to remind myself of how to go ahead with it. there are so many things that I have forgotten about like pole vectors.



here is a quick test of how would add the joints to the geometry, this is basic due to the fact that i was only using it as a quick test. it turned out to work just fine!



the picture above shows how when a ik handle is added and the the join is skinned it will bend in a quick organic result.


the images above shows a model that i came across and decided to rig it, at first i found myself just messing around with the arm and hand, the next step would be to add the ik handle.



this images is before I placed the joins in the right place, e.g. shoulder, elbow and wrist.




this next images I have finished half the skeleton and I am joining the shoulder joint to the main section. I believe I have also added the ik handle.


in this picture i am placing the wrist joint and all the finger joints in the right place to then add the nurbs circle for easy selection to the ik handle.



using the model for a guide line



i have now finished the placements of the joints, I have also mirrored it and its now ready to add all the other handles and set driven keys.



here is another practice rig but on an odd shapped character, i started with the easiest part, the tail, i then added the rest of the skeleton.



as you can see the tail now has an ik handle and is able to move in a tail like manner, i found this very simple to use!

Iceberg ideas

Due to the change in the script there will no longer be a seabed or cave but instead an iceberg, which I think is a better idea considering there is a penguin in the story! :b

Here are some images that I will be using for reference when modeling the iceberg.



I really like the mysterious look here, how it the top is dwarfed by the massive section bellow!



Here is another example of how misleading the top part of an iceberg is. as you can see its about a sixth of all the iceberg.



I particularly like this image as you can just about make the actual size of the iceberg. the deep blue also makes it an amazing shot.

here are some of the my experiments when it came to modeling an iceberg, i have also tried different types of lighting to change the mood.







i have made added some caves to add to the environment and the story, the eel must have a lair right? if this idea is accepted i would add a better look to the iceberg.

Monday, 22 November 2010

park bench modeling and texturing

I am set a job for Chance meeting which involves me modeling a quite difficult park bench, at first i didn't think it was possible but i gave it a shot and said yes to Joe.
here is what he gave me to work with, as you can see, its not very clear but its good enough for an idea.





from the first glace I gave this picture i knew i would have to use nurbs circles and the loft tool, it might not be the perfect way to do it but thats what came into my head. what i found every useful when using this tool was that i was able to follow the curves down with simple nurbs circles.



here is another images which was given to me for reference, as you can see its not very clear but it gives a good indication of length and textures. I didnt use this image for the modeling but it did give me an idea of how the wood is placed from the front.




as you can see the modeling is all most finished, there are a few aspects to come back to but i just wanted to have a go on the textured as i now know that the bench will NOT be used for the shots, this is because the real bench has returned to the park!
at this current stage i was quite pleased with the results, i hadn't textures the metal supports but i was having a go at the wood. its not perfect but its a start.



Above is the "finished" bench, i have things like the legs to finish and some areas in the supports but i think its turned out quite well. texturing was not as hard as i thought but i know not to underestimate the process. things like finding the best surface textures or using the right shaders will either fool us into believing its real or simply make others point out your crappy work.

Sunday, 21 November 2010

building buildings ;)

I have found that working for Kofi on Hero I will have to model a few houses, so i thought I would polish off my skills and try and build something rather large, even though I that it wont be used in the film



here is a shot of the main areas of the building, the window part. I found that its quite simple to make something large if you duplicate it in parts. the parts need to be able to fit with each other so its always good to keep you scales to the grid. the picture shown above shows pretty much all that takes to make the building. obviously you might need to scale a few things now and there but the hard bits are already done.



here is what my model turned out like, its pretty much the first picture copied and pasted over and over again, there were a few things that i had to model to make it fit right, specially in the corners. as you can see its not perfect but i now know is possible. i wont be doing anything to this scale but I enjoyed the challenge.

Sunday, 7 November 2010

Video references



Here is a rendered scene of an underwater environment, as you can see when aspect such as texturing, lighting and rendering are put together successfully it does really work wonders! I hope to achieve an environment like this but in a much bigger scale.






I like this video but I think there's way too much going on




the video above is interesting in terms of particles, it makes it really magical when the particles shine in colourful lights. I believe that it might be too much at times and a bit more variation would be good.

Underwater Ideas

From some research I have come across these images which I believe show the right mood lighting and environment designs for The Deep!



The image above is very strong in terms of an underwater environment, I like how the stalactites give it a really creepy look, the perfect place for a monster to live in.



I would like to use this next image when it comes to modeling the ecosystems you might find in an underwater cave. as you can there aver very colourful areas being exposed with the light.



I would like to use the image above to get an idea of how the rocks in our environment will need to look.















This photograph is very interesting when it comes to adding lighting to our environment, I really like how you are able to see the ceiling above the water. It really captures the forgotten look, perfect environment for a monsters lair!



this next image has incredible lighting, I believe it is vegetation causing the rays of light to shine through in such variety.





I really like the image above, what I find interesting is how life is growing on the statue giving the viewers the impression that its been there for a while. I would like it if I was able to make our environment creepier buy modeling a few things like this.



the image above really captures the depth of field, it also gives the impression of depth in terms of darkness in the ocean, i believe that it is the colours which do this for me.



This last image shows a really cool surface for the floor, what caught my eye was how the sand is covering some of the vegetation.