Modelling Style

In our last presentation we got mostly good feedback, the only negatives we heard were that we are not quite there with the style with some of our models. I understand what the tutor was getting at and have done some research into the style we want to aim to achieve and what it is about it that makes it that ‘style’.

 

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My basic thoughts are that anything that is not a parallel line, should be exaggerated in its curving. If an object is already curved or round, then exaggerated it once more. If its round, make it rounder! The image above is very exaggerated, but if we can get the essence of this, then we have done well.

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As you can see in the images below, that also, if a line it straight, and it needs to be straight, make it straight. My way of thinking towards this is if its an object that serves no purpose, it can be curved. If its a countertop, chest of drawers that needs to be straight, make it straight. The sharpness of these edges against the curves of the rest of the room makes it dynamic and contrasts well.

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Below are examples of, if something is naturally big, (like an obese cat or a cooked chicken) make it even plumper. This adds character as well as style.

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In the image below of the dog with the shoes, the shapes and look of the environment is pretty realistic, however if you focus harder you will see that the shoes are actually quite elongated, if the dog was not in the shot, this alone lets us know that this is not a realistic world.

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Below is an example of both points i have made, if something is round a chubby, make it rounder and chubbier! If it an item that serves no purpose such as a speaker, you can the play around with the edges as they do not need to be parallel.

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Basically the points i want to hit on when we are modelling are…

  1. If the object is naturally round or curved, exaggerated the curve, and emphasise the plumpness.
  2. if the straight edged object serves a purpose, such as a shelf, keep it straight and parallel, but if it doesn’t serve a purpose such as a speaker or a lamp, then the edges can be curved or changed.

Updated Animatic

Turtle Animatic

Today, Tuesday 14th March we presented our updated animatic. The animatic is now fully 3D and was put together by Niamh with the song “best friend”. I feel our animatic has come a long way in the past few weeks and is now much closer to the film we envisioned.

The type of slow and painful humour we want to achieve is readable and successful within the animatic, our next task will be making sure this also works when it comes to animating the turtle in these gags in the final film.

Our main criticisms of the film are to remove the shots of the clock, and to only have the turtle in the owners arms at the end of the film. I felt quite uneasy that this was the only feedback we got, but we were told that no feedback is good feedback. This has made me feel much more positive about the film and that if we pull it off, we will have a good film if we can animate the turtle successfully and edit and time out the film correctly.

UV Unwrapping and Texturing

Once happy with the models i began UV Unwrapping everything, I did this in the usual way of applying  a checkered material and unwrapping until the checks look linear. As you can see in the image below, the checkers look normal and linear, and textures are ready to be applied.

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Once this was done, Shelley sent me her models, and i UV Unwrapped them as well as can seen below.

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Unwrapping is a tedious task and i don’t have much else to add to it, but once it was done, i moved onto texturing.

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When it came to texturing the pieces of the living room i modelled, i knew i wanted bright but muted colours. I also kept reminding myself that this is a mans apartment, so i didn’t want everything to match or look overly decorated.

I went for a blue sofa, and random different coloured cushions, the only other thing in the room that has these similar colours in the lamp. I am happy with the colours of the living room, however i feel i have overly textured the tables as it is too grainy and too realistic, i do think we need to keep closer to the soft and clean look, leaning closer the likes of films my ‘Illumination Entertainment’.

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As you can see from the example below, things are textured, and hyper realistic but you can still tell that this world is animated and not real. It is hard to decide if this is known due to the fact an unrealistic dog is in the shot, or because the assets in the are quite soft edged and curved in a slightly exaggerated manner.  Once we placed our turtle into our shots, we could see what worked and what didn’t.

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Modelling the Apartment

Once we had decided on what we wanted visually from the apartment, Shelley and i began modelling it whilst Nathan modelled the turtle and Niamh revamped our animatic.

I modelled the majority of the living room as you can see below, there is a Television, coffee table, tv Stand, sofa, lamp, game console, dvd player, games, dvd’s, vase, books and small details like a paper cup.

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I am pleased with the sofa as i find it looks like the concept i originally drew.

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apartment-sofa-view

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I tried to keep most things as low poly as possible without losing the integrity of the model. However, if needed the polycount could be upped as everything has been kept pretty basic.

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