Planet A Storyboard

For my group’s project I have made a storyboard for the teaser trailer. It shows each shot that will be featured in the trailer, including the black screens and title. I noted the important SFX that will be included and our timings are on the sot list we have on Trello.

I am happy with the outcome of this storyboard and hopefully it will make the plan clear visually for the group. I did it on Photoshop using a graphics tablet and mouse.

story board COMPLETE

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Scarecrow Character

In Tony’s lesson last week we had to come up with an idea for a movie with a plot and character, then draw that character.

My idea was a movie about a scarecrow on a farm where the farmers are abusing the animals. The scarecrow can see this every day and slowly plans an escape for all of the animals. The scarecrow cannot walk but can communicate with crows to carry him by lifting his arms.

The conflict comes when the farmers notice they are escaping and it is resolved when (after a series of events) the animals escape. The scarecrow returns to his original position and keeps watch of the farmers so this can be prevented from happening again.

For this I decided to concept a scarecrow in a dark field looking quite menacing. People assume scarecrows would be the bad guys which this image plays into, but that is to make him seem enticing.

I also decided to turn this picture into a DVD cover for the imaginary film with a title Scarecrow (which I’ve been told is taken, so good job this isn’t real). I had fun drawing this and I’ve been working on my digital art a lot recently as I got my drawing tablet, though I did do this on the new touch screen computers at college.

UFO Concept Collage

vpaconcept

For my next piece of concept work for the Imagined Worlds project was a scene in our trailer where a UFO (animated by Jack) would crash into the ground in front of the VPA building at college.

In Photoshop I added in an image of the UFO model he is using and some rubble on the ground. I then isolated pieces of the ground and made larger rubble from those pieces. I changed the colours a bit and added smoke and a blue glow around the ship, followed by a trail of smoke left behind its fight/crash route.

I added grey clouds to the sky and corrected some colours and have come out with the outcome I imagined for that scene for the VFX final product to follow. The flight path might be more complex depending on how jack animates the UFO and the footage could be from a different angle, but this is the gist of what we are going for and I put it on Trello for the rest of the group to see.

Digital Forest Concepts

My group for the Imagined Worlds project this term are doing a VFX teaser trailer for a fake movie called “Planet A”. Planet A is  about the aftermath of an alien invasion- but the teaser trailer only shows some inconspicuous scenes from the movie both before and after the disaster.

One of the locations is a forest and, as I am doing the concept art, I did a concept on Photoshop. Using separate layers I did the ground and sunny sky/ dark sky, the grass and flowers/leaves, the tree trunks (on 3 separate layers), and the leaves/ smoke and shrapnel. I did an opposite for most layers so I could switch on and off the visibility and see how the forest would dramatically transform after the world was destroyed.

I then put a split view of the scene together and uploaded all of the images onto my group’s Trello organisation page. Owen is now working on the VFX of this scene.

The Future of Motion Control?

Motion controllers have been around since very early in the gaming game. The first gaming joystick was invented in 1967 for the Odyssey by Ralph H. Baer. These joysticks worked as motion control as you help them in your hand and where you moved your hand (though not far) was what controlled the character on screen.

The joystick developed. The Atari standard joystick had a button at the top to press with your thumb to fire in games. Eventually joysticks had the ability to calculate the angle and push power of a movement more accurately and were used mainly for flight simulators and arcade games, slowly going out of fashion.

joystick

When the Nintendo Wii came out in 2006 the Wii Remote (or Wiimote) debuted. You held it like a joystick, except it was wireless and ran on motion sensor controls. A lot of games were built to purely be powered by the controller’s unique functionalities, though it was equipped with button controls for a wider range of games. It sent signals to a sensor above a TV, rather than be mounted to a base with a  wire.

Wiimote-Safety-First.jpg

Similar controllers were made for PlayStation Move, which had motion sensors and were tracked with a camera. Since then Nintendo developed smaller motion controllers for the Switch, and a lot of developers have been working on a new wave of VR gaming. New headsets and better technology allow a player to immerse themselves in more and more realistic games all of the time and use handheld controls with their headsets.

gear_vr_0_0

When I look at the future I see people attempting to make more developments on motion controls. Wii Fit and Dance Dance Revolution have used your feet. Wiimotes and PlayStation Move used your hands. Eyetoy and Kinect use cameras. VR uses your head. What if someone made a combination of all of these to make the ultimate motion control technology, or stripped it back to only the best parts of previous control inventions?

I will use this information and the questions I have to write an essay about Emerging Technologies.

Substance Painter

This is my first post back since Summer and last week we learnt a lot of new things and began new projects; one of which was learning Substance Painter.

Today I tried Substance Painter for the first time. I imported Matt’s turtle rig into the program and began painting the skin. I used a range of paintbrushes to first paint only the colour. I settled on a grey-blue with lighter scales in drier sports of the face and dark nostrils.

I then isolated the normal maps and painted on nostrils. this made the rims look raised in 3D and the insides look indented. I put material layers below the colours (Like the wet rimmed mouth and nostrils) and experimented with different effect brushes. I tried to make his eyes look robotic and his skin dried and cracked up. I think I got the effect I was after but I still have a lot to learn. I only put a metallic material on the shell as I didn’t edit anything but the head.

I enjoyed using this and it’s a refreshing take on texturing. I like doing physical art so I am used to painting directly onto 3D objects when they need to be designed. I hope to make more Substance Painted objects in the future.

turtle