Wednesday, 12 March 2008

Week 6 12-03-08

Week 6: 12-03-08

I have been experimenting with character modelling for my final piece. Below is an example of the initial attempt:


This may give an indication of the type of effect I am trying to create. Although this is at an early stage, I don't think that this initial model is quite what I'm looking to produce. I'm also concerned that the limbs are too thin and will be dificult to rig. Jo Bowman has recently shown us how to apply bones and use a physics modifier to rig a character and I'm keen to ensure the model will be suitable.

I will have to have another look at how to produce a quality model.

Also below I have been experimenting with a suitable opening title scene:

This uses two elements that I have already produced an shown on the blog. I think that this combination works pretty effectively.

Week 5 29-02-08:

WEEK 5: 21-03-08


Bellow are some examples of the some of the pieces I have been putting together for my final piece.


Above is my attempt at a night sky design. This was creates by experimenting with omni lights with a single noise modifier applied and then partially embedded into a plane. This creates a pleasant glow effect. I have then taken a render of this image and saved it as a J Peg. This image can then be used as simple material in the final piece. The big advantage of doing this is that it reduced the size of the final piece reducing render times. It also ensures that the the omni light don't effect the lighting of the scene.




This next image is my attempt to model a very simple PC. this was created by simply converting simple shapes into editable meshes. This also allowed me to practice assigning materials to specific elements. In this case I have added a bitmap image to represent the screen.

The light house uses a number of the same methods as the PC. These include assigning different materials. the Stripes were produced by taking Max's standard checker material and adjusting the the tiling to zero in one axis and 3 in the other. the railing was produced by taking a standard railing from the create tools and placing it on a circular path constraint.