Hard Surface Modeling is a series of techniques used for making consistent smooth edges, often at hard angles. It is often used for armor, vehicles, weapons, and creatures.
This animation turned out pretty well. Armatures are a fun tool that I have already used for personal projects, and make the whole class make far more sense. While the animation here is mostly fine, my original idea involved far more contraction, however the vertex groups for the armatures could not handle it, so in the future, I will be far more precise and researched in how I reassign vertices to bones.
I created a golden material for the Chandelier, and have chosen a color for my light. I also constructed a 30m hallway, with window frames, which will eventually be stained glass windows. All pieces have been scaled precisely rather than by eye, and a maroon color has been chosen as a wallpaper (not pictured here) as a good contrast with the gold. The plan is to have shots from the southern side of the room, showing the chandelier swinging at great distance, and then to cut to another shot of the chandelier swinging too close for comfort to the wall, perhaps at a Dutch Tilt to show the precarious-ness. Next week floor and floor objects should be finished.
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