20/12/2010

Hermit Home


Another strangely grainy render of the junk pile. This time of the back area where the Junk Hermit has built upon a little more. The sign has a bit of a Machinarium feel to it.

19/12/2010

Treasure Pile


Render of the front view of the Junk Hermit's homely junk pile with a few familiar items appearing.

08/12/2010

Power of Scripting.

(Sight Crow, Noah and the Junk Hermit)

These three images were drawn by Yibao Gao after reading each of the three final scripts and no previous knowledge of the character designs. I think they are a demonstration of how scripts can be an interesting way of conveying a story with no solid image of a charcter to begin with. Enjoy.

22/11/2010

Test turnaround of Noah with texture applied:


19/11/2010

Textural


The team has been working super hard to get the UV maps (including the epic, 28 A3 page, truck map) on the characters finished and ready to move into the texturing stage. Texturing has now begun and im trying to finalise colour schemes on Noah first. We met with Joni on Wednesday morning in Glasgow to discuss the soundtrack, its all very exciting!!

11/11/2010


Possibly the prettiest UV map i've seen. Although something worse than this would probably get me a first if I was in fine art, it wont be texturable looking like this. This one may take a while...

01/04/2010

Noah... IN 3D

Rough test of texture on Noah model. Needs more contrast I think.

30/03/2010

Treasure Maps.



Been UV mapping my bust model of Noah for animation tests. The goggles looked so awesome as a UV map alone that I had to post that too. Something very nice about it.

19/03/2010

Production Bible Cover Design

Philosophy on arts?

As much as I disagree with a "blog criteria", we have been asked to outline our personal approaches and philosophies to animation. Now is as good a time as any...

I have always held the beautiful artwork in high regard. If something is visually arresting it can overcome most downfalls. Animation shouldn't be approached in any other way. In the same way a painter would, a set colour palette and textures can be utilized. New technologies (e.g. Maya) shouldn't replace previous techniques. We should, however, be able to adopt past teachings and improve them further utilizing the new technologies.

As part of a University environment I feel it is the duty of a student to experiment and try to push the boundaries and applications of what can be done with their chosen media. D'ARK will endeavor to invite the viewer to interact with and investigate into the world that is created alongside presenting a visually pleasing piece. Using 2D character, colour and texture styles while exploiting tools within a 3D environment and having an element of interactivity, I hope that D'ARK will be something new and exciting for viewers.

18/03/2010

Writing the bible


Started work on finalized pages for the production bible. Here is a little taster.
Over and out.


15/02/2010

Some more stuff...


02/02/2010

Early Concept Art