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Showing posts from 2021
Set Design Progress
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Since my chase scene takes place in a linear plane, my scene is very linear, and when my HDRI's texture is shown, it will feel very complete. My character will be running through this forest, with a spotlight chasing it. The forest has trees, which are all variations of the one tree I made, following a tutorial on youtube. The grass and rock texture were also done with tutorials, and the bushes are simply edited trees.
Design Principles Review and Proposal
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My scene will focus on lines, drawing the viewer into movement. The basis is the character running in a line, on a forest path. The path is flanked with trees on either side, tall straight vertical lines, with leaves only viewable in the distance, and their shadows from directly above the path. The moon will be visible on the the right center, rule of thirds style. The character will be on the left of this shot running, sliding, jumping, and so forth, over obstacles in the path. The only sources of light will be the moon, shining beams through the trees, which represents the goal, as the character runs towards that side of the path, and a spotlight, starting straight horizontal following the character, and pointing at the character. As the character moves further down the path, the spotlight moves more and more vertically above the character, until it is directly above, and revealed to be a spaceship with a floodlight, following the character. The scene ends as the character gets ...
Critique Reflection blog Post
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In my chandelier animation, the design is not quite as refined as it could be. I find that some shots could be tilted more or less, or in the case of the shot following the chandelier as it swings, I could definitely have changed the angle as it swung. Overall, I did a fairly good job with the shots, having the right focus for the feel that I was looking for, however, I feel that with more practice, I will be able to pull more emotions out of the same scenes. The technical quality of the animation is definitely and obviously flawed, with the shadows not rendering in the necessary stills. However, I will soon fix this problem and re-upload this project. Other than that, with more time, I would have mapped bumps to the surfaces based on their textures, as that would bring in even more shadow, and give a realer feel. I also felt my chandelier glowed strangely, and I would love to get a more refined glass texture. My shape and design wa...
Final Pendulum Animation
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I really liked how my animation turned out, the seamless texture I found for the wallpaper definitely fit my eerie, ghostly feel that I wanted. I was very happy with my camera angles, they were sufficiently jarring, as the scene progressed from being established to unfolding with stranger and crazier shots, even though the chandelier was slowing down, it felt like a descent into madness. Unfortunately, I had issues rendering my shadows, and will have to update this project one last time with my successful version. In the future, I feel I will understand far better what I want to see in my storyboards.
Final Hand Animation
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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.
Action Scavenger Hunt Blog Post
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Actions are repeating animations meant to portray something for the entire time that it is being portrayed. This animation will start at a common point, and at the end, return to the original point that other animations start at. They are used for lots of background characters, who you can assign actions to so they do not all have to be individually animated, and can be doing a variety of actions with a small library