Tuesday 1 December 2015

Salt Plane scene

For the shot film 'drone' I was also asked to make a simple salt plane scene that would feature in it. It consisted mainly of simple rocks and cracks. This scene was fairly straight forward, here are some renders of it in production. 





Drill model

While heading up the 3D side of I am dyslexic I continued to work as modeler on 'Drone', another of the short films being made by my cohort. I was given the task of modeling a mechanical drill structure that would be used in the film. Here are some renders of it in production.






I am dyslexic shot 11

Another of the shots I started work on fairly early was potentially the most complex in the shot film. It would require a high poly count and would house a climatic moment in the narrative. Here are a few renders from the early stage of this environment creation.









classroom shot

While the colour and texture aspect of the test shot were being nailed down I also started the creation of several other scenes for the shot film. I started nice and easy by creating the classroom where the film would start. This was a relatively straight forward modeling exercise and here are some of the results from the early process of this shot.






 

I am dyslexic test shot

After the model was complete to a test shot standard I started playing with different lighting techniques to get the look we were looking for. I experimented with both paint effects and lamberts to work my way closer to the desired aesthetic.

In the end using a technique consisting of lambert textures and many coloured lights I was able to get close to the desired look. Here are some renders of the results of my lighting and texturing experiments on the test shot.














I am dyslexic test shot

To get a greater hand on the style of the short film the production of a test shot was put into production. The main goals of this test shot were to experiment with combining of the 3D and 2D elements as well as experimenting with both tooner shaders and other more conventional texturing formats like that of a lambert. 

I started by created a large poly plane which I molded into the basic cave shape I was going for. After adding in many books and trying different variations of high and low polys I also experimented with different toon shaders and outliners to get a sketchy look that a 2D charcter would stand out on. 

Here are some of the renders along the process of this test shot.








    

book assets

I started to create assets for this project mainly consisting of varying types of high and low poly books. These would then be used by the other modelers when creating the 3D environments. Here are a few of the more detailed book assets.