Showing posts with label projects. Show all posts
Showing posts with label projects. Show all posts

Sunday, January 2, 2011

What's on Draft?

     Here's a rough 3D mock of how i imagined 2 parts of the city being - the Merchant & Guild Quarters (though 'quarters' might be switched out by something else depending on the kind of vocabulary i choose to use in the world). Merchant Quarters are where most shops and bazaars and such are, where as the Guild Quarters are where guilds and things of that sort are located (a lot of quests originate here).




     This is just another angle of the work thus far...closer up just so you can get a feel for the size of the dividing inner-city walls and the larger outer wall. Its all just quick concepts and such right now...so a bit of this might change (or just get greater detail).







     Here's a quick mock i made of archives before working on the town layout - just setting out basic shapes to get a general feel for what may or may not work in the long run. Size/details will definitely change as i realized some of what's in the picture won't really work in the end...but the overall 'feel' will kind of be the same.

Saturday, January 1, 2011

Finally!!!1|1|11

    So it's been a long time since i've made a substantial posting, and it probably be longer still ttill there's anything really worth it on here - but i figure since i've got the shit to put on here...why not do it anyway?

     So this is the concept i came up with for the wall that goes around the main/initial town in my story (it would be the equivalent to Traverse or Twilight Town from Kingdom Hearts I/II). I was heavily influenced by the Great Walls of Ba Sing Se (from Avatar: The Last Airbender), but there were a few times where the wall just seemed...funny and whimsicle because of how it rose/fell and weaved along the mountain crest.




     I can understand why a wall built like this would have an ever-changing 'levelness', but since there's elemental manipulation in my story, i don't want to be limited to "real world" mechanics...which is kind of why i find some of these pictures i captured so funny.








     This is a pretty good kind of "middle ground" between the rise/fall of the terrain and the levelness of the wall. Again, i wanted mine to be a constant height, so this would only partially represent my idea.









     This is the kind of...aesthetic i'm going for in my wall design - grand, towering, impenetrable, almost as if it weren't man-made. I mean, the ground at the base of the wall isn't 100% level, but they maintain a constant height all around the inner-city. There's far less terrain near the city of Ba Sing Se than in my story, but the constant height thing is almost a must for me.







    This was a concept sketch i came up with for for my main town (after the post below this one, but before my design for the wall) and it might not make much sense to the viewer without any insight into my story/worl, but i'll eventually have some 3D mock-ups going on to illustrate the train routes and underlying terrain (i was kind of aiming for a small mountain/hill range encircling one larger mountain/hill that would have the Archives library sitting atop it)

More sketches and designs to come soon now that i've dusted off my Wacom tablet and found it far easier to sketch "layered" ideas in photoshop than on paper and then transfer.

Thursday, January 28, 2010

Look A' Muh Dais

          So this is an isometric sketch i did a few days ago (forgive me for not cleaning it up in photoshop and getting rid of those isometric guide lines). It's basically a concept for part of the set where the FF Sonic short will take place. There's not a whole lot of detail in it just yet, but there will be - well....it's only fair to warn you that only so much is going to be done by pencil and digital drawing....it's much faster for me to do detail actually in Maya than on one medium and then in Maya.


          So here's me going over the Isometric Sketch in Sketchbook Pro (the drawing tools and aids are awesome in this btw). I'm only going to do a small section of it (only the stairs will get the most drawing done, the pillars won't cover all of the stairs drawn). I'll go in afterwards and try my hand at coloring it just to give it some characer (and practice on my end). But that's what i've got as of tonight, tomorrow i'll work on it a little bit and try to finish the new menu for my job.


          Smaller details and 'Sectional' layouts of the pillars and arches will definitely be in the mix (tho mostly just for practice). So i'm trying to keep stuff on here fresh...check back later.

Monday, January 18, 2010

A Head On Our Way...

          So since i got kind of board waiting for stuff i'd rather leave up to "professionals", i went ahead and started making some things on my own for the FF/Sonic Mash-Up. One of which is a few facial expressions that a "Hedgehog" character might have (cuz in the Sonic Universe, certain 'species' have different facial feature constuction - like eyes that are connected or eyes that are seperate from one another).






          So I took this "Shadow" (as only he would look so angry by nature) profile picture DJ drew and erased the majority of the arching 'eyebrows'.




          That gave me this picture. I took this image and went over it a couple of times, drawing in the rest of the eyes as they might appear for various expression (much like eyebrows are used.....though evidently Hedgehogs, through some evolutionary marvel, are without eyebrows and have the capacity to camoflouge their mouth when not talking). So after i thought of the most common ones, the ones i'd need to make Blend Shapes for, i put them side-by-side and got this:




          I then started to go over them with pencil to plot out my edgeloops (*wink* Alex *wink*) and how i'd need to deform the default face to get good representations of these expressions. I haven't finished doing that yet, but i'm well on my way. One of the main hurdles is that i haven't plotted edgelopps on the defaul expression.....so i don't really know how which loops would move since i don't know how many and where and what-have-you.


          But to remedy that, i started making a clay head for what Cloud would look like. I only got about an hour and a half on it (a little less after getting situated and figured out what not to do). I only got as far as his 'jaw' and the left half of his eyes (and while i threw a crude ear in the picture....that's no where near what it's going to look like, just to show where on his head it is and how it looks prior to putting in spikes/hair).

          So this is what i got so far. The eye/pupil is just for kicks...i won't need to plot edgeloops on that - so the finished model won't have any iris/pupils. With the exception of the ears and the spikes, the eye/face is probably only every going to get as far as what i've got now, since it's symetrical i only need to model have and just mirror it when i'm finished. I'll model both ears since they'll be helpful in determining where the spikes go on reference pictures.





          Since it won't really matter unless I got way further than the scope of this 'Short', i figure i might has well post it somewhere...otherwise it'll just be on paper forever.


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          So everyone pretty much knows the elements that compose a Sonic The Hedgehog game right? Robotnik/Some evil force threatens the world in some way and Sonic is seemingly the only who can stop him with his carefree attitude, disregard for personal safety, and a psychopathic desire for the consumtion of Chili Dogs. Early in the Sonic games, it was possible for the player to beat the game without need of the 7 Chaos Emeralds, but not too long ago (i think it might have been Sonic Heroes as the first game to do so) Sega started making it part of the sotryline to collect all 7 Emeralds in order to completely beat the game. If you didn't have them all, you'd get someone of a happy ending, with a little teaser at the end of it.

          And I'll be the first to admit it....Final Fantasy isn't for everyeone or even just anyone. So not too many people might be familiar with the elements that make a Final Fantasy game (although to a certain extent, they're the same as Sonic sans the Emeralds). So rather than generalize it for a Mash Up, DJ and I picked a specific scene that is basically Iconic in the FF Realm - where Sephiroth kills Aeris (and i really don't care what people say.....it's ends in S not TH!)

          So how we're combining the two is by taking the general character designs of Sonic characters and transfering Final Fantasy 7 characters to match the Sonic universe. We're really only going to focus on 3 characters; Cloud (Hedgehog), Aeris (Hedgehog....probably much like Amy), and Sephiroth (Echidna...so as to allow for long 'hair' rather than spikes). We're retelling 2 parts of the FFVII game; where Seph. kills Aeris, and the end where Cloud uses Omnislash. We're also going to encorporate a "Super Sonic" element to allow for the Omnislash (which will be similar to the upgraded version at the end of Advent Children).

          We'll encorporate the Chaos Emeralds too, although they'll basically be like Materia and have powers by themselves (more than Chaos Control too i might add).

          So below i'll go over the concepts for the Emerald/Materia breakdown as far as i took it (and i'm just using stock imagery of gems, actual materia/emeralds might have their own unique look to them - definitely color).

So here we have the Materia of Force. It allows it's user to control Fire based Magic and gives them great physical strength.




Here is the Materia of Agility. Its user can manipulate Lightning based Magic and gains unparalleled speed.




This is the Materia Longevity. User gains limitless Stamina and the power to control Earth based Magic.




This one is the Materia of Mentality. It bestows upon its user the skills of Air based Magic and great Mental Fortitude.




The Materia of Knowledge grants upon its user Water based Magic and unbelieveable Wisdom in every aspect.




This is the Materia of Being. It allows its user to conjur Spirit based Magic and provides Imortality.




This is the rarest of Materia - it might not even truely exist. It is the Materia of Unity. It allows for the manipulation of Time and all Magic and gives its user the ability to assimilate any and all other magic and Materia.

Sunday, September 20, 2009

WIP it good.

          So anoter week has gone by and i have made some improvements over my last few posts - though i'm only going to show some of them. I inked and added detail to my storyboards (mostly spacial depth stuff so you get a sense of things), inked and colored the "Front View" of my Red Mage design, inked the Back View, and made sketches for my "Set".

          Page 1: I don't know how well this is going to work out, but i'm gonna try it anyway. Recently they've been showing episodes of Teen Titans on CN and Boomerang, and i love some of the styles they use to show certain things; like when they have a duel or someone running a long distance or something, they'll have the bottome half of the screen be completely black (to illustrate the ground the they're running on and force the subject into the middle of the screen without getting so close). That's what i'm going to try and do in some of the panels/shots of this animation (Spec. Panels 1 & 6-9)




          Page 2: Not much has changed besides the gradients added in Photoshop. Same stuff as the pencil version.









          Page 3: I decided what was going to happen in Panel 7, and it can happen quite a few ways too...though essentially they are all the same. The character can throw is sword "Blade-over-Hilt" and catch it with just a vertical jump before landing/striking downward - or - the character can throw it "Sideways" and catch it with a "jump-and-a-spin" before striking sideways. I would personally like to see the sideways one because the stance/pose he'd be left in would be more dynamic......but the blade over hilt would be easier to animate overall.




          Page 4: So this is essentially what the animation is going to be, though if it looks like it'll be longer than 30 seconds i have ideas of whta actions to cut/simplify/overlap. But either way, after the semester is done, depending on how well i picked up on the 'animating' principles and process, i'm definitely planning to make a longer verson of this idea...with more action and fighting than right before Demi Moore left Bruce for Ashton.





          So the details of the overall scene are somewhat lacking in the storyboards, so i decided to make a preliminary sketch to plot out the key points before i go in to model it (though usually i can sit down with nothing in my head and after a few hours come out with something awesome).

          It might be hard to tell what way the stairs are going and what is a new level and such, but i should have some rought renders and models in a week or two, so don't fret if it's hard to read.

          It's mostly just the basic outline of everything, once i actually go into maya and start modeling, things might change to look more 'organic' or natural....so the set probably won't look like this 100%...but it'll look relatively similar.




          Side Profile of the main room of the 'set'.



          Mostly what all is in this is just basic geometry and lighting elements, trying to say that the lights should only illuminate from tapestry to tapestry....so there will be black patches every so many feet (to try and accomplish a certain effect for the first shot of my storyboard).

Wednesday, September 9, 2009

Are you Board with my Story?

     So the first week of school is half over, despite starting a week ago, and we're now able to submit our homework for the first week - which are Storyboards for your final animation concept. Mine are below and will go into further explaination later if at all (i think between the "Action" and "Comments" you can get the gesture of what i'm going for. Quite a bit is left out of the storyboards, esp. the environment - but the time it would take me to draw them to the level of detail you could appreciate....i could just as quickly made the actual model and show you from more angles and detail.

     Page 1 of my storyboard details the build up of the first scene - and the frame of the camera isn't going to be showing both feet at the same time, it'll more than likely be position in the middle - as to get the passing of both (i might try two version, one staying with the character, and the other catching up to and potentially passing him).
     Also, i'm going to try and space the lighting to make it seem more intensified, like when a person is riding an elevator and is lit every other second or so from the various floors/shaft lighting.




     What Panel 5 doesn't show is that before it starts tracking along the blade of the sword, i'll actually animate him unsheathing it (as best i can anyway lol) and do some fancy cutting so it doesn't look like it's own scene/shot before the track (FYI: tracking is moving closer or pulling back...not to be confused with "Zoom")







     Panel 7 left blank as i have not yet decided how i want my character to "Take off" towards the other person (whether there's someone what of a shockwave and he literally flies off into the room, or if i want to manipulate the lense angle to give it that 'worm's/fish eye view.







     Panel 10 is the point to which i am setting my semester goal - "Get to at least this point". I have the rest of the whole scene planned out (including things like the main character being thrown across the floor and flailling wildly and being thrown at a wall and doing that cliche 'sword-through-cloth to slow down his fall). So if i get to this point and have way more time than i know what to do with, i'll keep it going (which i intend to during the winter anyway).

So that's that, i'll post the designs for my main character and his "Opponent" when i finish doing all side (front, back, and side) and have designed the finer details of their costumes (which involves drinking paint and adding belts......meh DJ gets it anyway).

Monday, July 20, 2009

The Texture Of It...

So i know it's been over two weeks since my last post, but i swear i've gotten a lot done - esp. in Maya; a few oculuses and texturing aside, i've got the "Altar" exterior completely finished (the interior is going to be the real challenge...no joke when it comes to lighting). So since i'm trying to go to school to eventually work in some kind of pipeline (and i'm not studying to be a pro surfer), i figured i'd try and adhere to the order of things as best i could; i wasn't going to texture or worry about lighting a single thing till i was as done with the majority of the model as i was ever going to get - and it worked pretty well.

Once i was done with the model, i was kind of on a Photoshop binge, so i finall came up with a logo/title for this Sonic/FF collaboration that i think turned out pretty well. Nothing too goofy like most Sonic logos (for a while i was considering the Sonic 3 logo, and putting the comet behind it somehow...ever having a pink ribbon around it to reference Advent Children - but there would have been too much going on), but it's vague and "Times New Roman" enough for a Final Fantasy logo. I'm going to eventually try and make this into a 3D model so i can do more with it in the trailer, but we'll see when we get there.

So once i started to get into the grove of texturing, i realized - although i always knew - that i didn't just want to have some stone texture endlessly tiled for all eternity. So i spent more time in Photoshop putting great detail into some of the major areas where a nicely developed texture will be appreciated. So one of the major areas i focused on was the front door - or rather two doors.

I didn't just want to have it be blocks of stone tiled up and down; i wanted it to kind of tell a story...like a mural does. So i went through my vast folders of 'royalty free' images and though about what would pertain to the main story of Final Fantasy VII (as that's the story we're following, only with the 7 Chaos Emeralds rather than rare pieces of Materia). And i think what i came up with works pretty well for those who know the FFVII story. I'm going to try and get the red around the right wings to look more like spplattered blood, and there's going to be some things that come out from other models laid over this that you can't see or get out of the picture (like gold lining...the kind of gold the Rings are made out of) but i think, for the most part, this works to my standards and what i wanted to accomplish.

So i've got the model finished, but i'm not going to show any updated pics of it until i've got it all textured....that way you can really take it all in. Another week or two and it should be done (floors and some things will, of course, be tiled and not have that much detail to them).

Thursday, July 2, 2009

Altar Ego...

So i've been working on the design of the altar that i'm going to use for the FF/sonic collaboration between me and DJ this summer (or hopefully this summer....and if not then through the fall semester when i get a whole lot of professional guidence in the art of character modeling). So i wanted to leave it open for my mind to wander - because it obviously has to reflect the Final Fantasy part of it, but having it be a lot larger than the one in VII leaves it open to have random - no excuse being there - objects that adhere to the Sonic world (random rails to grind on, loops. long paths to run along...thins like that).

So i spent a few good hours in Maya last weekend - things started to pick up once i realized I could use "Instances" and save myself some remodeling and duplication time. And then it helped to remember i could reposition the Pivot Point to make rotation and alignment extremely more accurate and easy. So this is what i've got so far, some varied renders and the sketches that i did before hand. Another few good hours (or a good day and it should fairly finished and ready for textureing - depending on whether i feel like modeling the terrain/location it's set in).

So here's part of the sketching i did for the basic idea of the altar (but once i actually started modeling it....certain things needed to be scaled way up for it to be plausible). What it originated as, was a fairly sizable Dais, above which was a free floating Roof. The only place the Roof was connected to the Dais (where the Altar would be located) was by two columns that formed the "front" entryway. The Roof, as it's size is pretty formidable, would be supported by Flying Buttresses (not only because they are really the only way i could think of supporting something like that....without forcing the viewer to 'believe' me - but because i'm always a fan of arches, collunades, and romanesque architecture).


So here you can kind of see how the "Towers" (though i usually refer to them as 'posts' while sketching for some reason...) are cylindrical in shape (they're not 'square') and have a small domed roof with an area you can freely walk around underneath. They have Paths leading from one Tower to the next, and each tower has an inclined path (with some stairs and handrails - cuz Sonic characters will need something to grind on; walk up all those stairs...Knuckles Please....) that leads from the ground, or nearby rock face, up to the tower. It then has another inclined pathway leading from the Tower to the "Floating" Roof.

So those are the basic plans i started with. Last weekend i got quite a bit done - although i'm trying to do the whole thing in a pipeline style resembling the industry's standard: Concept -> Design/Reference -> Modeling -> Lighting -> Texturing -> Animating (if needed) -> Output. So you shouldn't see anything textured till i'm finished with it as a whole. So here's some of the renders of the "Towers" i spent most of that particular day modeling:



Here's a shot of every detail of the Tower. I had only made a basic design for it - height is easily adjustable. I extruded the pathways just a little bit for easy connection later on.






Here's a reference to how tall the archway/entryways are as well as a look at the railing system (in it's most basic form) - posts and such will be added later.





Here is a look at the underside of the Tower floor's rim - to show how i's supported. I ended up changing this to where the underside of the 'paths' only have the outer support so the buttress/arch can fit between them.





Here's a shot without the roof on; again, to show scale and open space. Once i'm done modeling the "Roof", "Altar", and "Pathways", i will return to add small ornamental details like hanging torches and Oculuses and such.



So there you have the "Tower" portion of the whole scene. What i spent the next bit of time on was forming the pathways between posts, how far apart each post was from each other (as well as the degree of rotation between each: if the middle of the altar is the "Origin" and you have any post, what degree do you rotate a duplicated post to get it to where it's supposed to be). After careful consideration and though, the value for rotation between each Tower is 39.375°.

So once i got as much detail in the Tower as i felt i was going to, i saved it and stared a new scene. I imported the tower (because if i kept working in the Tower file and screwed up beyond repair.....i would have to do some major remodeling and 'starting from scratch'). So i took the Tower, moved it out in 3D space, and crated a "donut", if you will, to represent the size of the roof so i could figure out how far away from it the tower should be. Once i did that, i started to Instance everything. I then connected the pathways (only the floor) between each tower and instanced those as well. This is what i got:

This is a dead on view from the "Front". it shows the basic size of the Roof's floor - of course it might not be so thick in the future. It also has a small platform in the middle of everythihg (on the 'ground') that represents the size the actual Altar is going to be - Manni is in there too if you can make him out. Mostly everything besides the Towers is used for reference...so don't think it's actually going to be so 'bulky'.



Here's a better view of the Altar's size and reference to everything else....although because it's rendered over black it doesn't help that much.





A shot from above and behind to better illustraite the spacing, rotation, and connection of each Tower.

So that's what i got done in the better part of a day ( imagine what i could do with 7 *wink* ) and am going to try and spend the better part of 2 days finishing up the Tower section of the scene, which will unclude roofing, railing, support arches, and making the base of each Tower look like it was cared out of the earth (you can what i mean by looking in the second sketch picture above). Once i've done that, i'm going to move on to the "Roof" section of the scene which will unclide a good sized Collunade, railing, decorative recesses, and if i can find a model of a gargoyle somewhere that isn't insane in poly-count, i might import it to give it some gusto.

Renders to come by Sunday

Thursday, June 4, 2009

It's Been Spiked

     So here is what DJ came up with as a preliminary sketch to see how Cloud's spikes would translate to a sonic character's head and such. Front, Side, and Top views for me to import into Maya to make modeling easier (as i can model while using these images as a kind of 'stencil'). and then a perspective one that i started to go over, planning out how each object would be oriented and how the edges and faces would appear (to also make texturing and painting easier). So the only thing left to do is go into Maya and start making a first attempt at modeling the head/spikes/eyes. Once i've done that, we'll see how it renders and if there's anything that should be modified (maybe some more spikes added or moved, or whatever).

Sunday, May 31, 2009

Weekend Work

     So this is basically what i got accomplished Saturday. Not all day Saturday, but from start to what you see in the renders is maybe 3 hours (i spent a lot of time learning how to 'Sculpt' geometry and then wasted about half an hour trying to paint it...which never worked).
     So this little 'Island in the Sky' is called Rho (Greek letter for "R"). And i've been using it in my story forever, i just never got around to making a good enough model of it.


     There's a whole long reason why it's floating and why there's a 'shaft' coming from it, but i won't go into it now. But the bridge (if you couldn't tell that's what it was) was built because the people of my story's world believed Rho to be the Land of the Gods (similar to Olimpus; able to be located, but no mortal can ascend to the top). This whole scene is incomplete too. At the end of the bridge there's supposed to be a few mountains to which the bridge connects to.




     This is a rendering of the underside of Rho (if it was hard to tell from the render). When i finally finish an acceptable model (as this on is a bit too long and not right in it's overall hieght (when placed over the reference drawing i made a couple posts below, it didn't quite match up...) I'm going to paint it and apply some nice layered texturing (which i also learned friday). It's basically going to be grass on the top (along with more geography like mountains and maybe a small water source), and grass hanging over the side a little bit. Then dirt and soil for a bit, and then it'll transition into real hard rock and earth.
     I'm gonna try and make another model of it next weekend or something, now that i know quick ways to deform the geometry to how i want. Today i'm gonna go learn about Particle Effects:

*Next Up: A Rocket with Particle(smoke) Trail. I might even composite it into the rho scene as i will eventually be using rockets and such in it for good ol' fashioned destruction.