Module Reflection- I&DV

This module has been a tricky one for me as it is there were times when I really struggled and times when I felt more comfortable with modelling.

For Floating City I was very unsure about modelling, especially with the more organic bone structure we created. Looking back, I probably should have looked at z-brush to create a more bone look to the world- to create one closer to our designs. We also were very rushed in this project, due to the intense New Narrative’s Vogler project running at the same time (worth the same amount of points). I found the research in this project very interesting and glad it was changed to Rome, rather than Belfast. It allowed for a bit more cultural understanding and a totally different outlook on which things would influence the world itself (the culture, architecture, religion etc). This project allowed for us to go a bit insane too, allowing for me to introduce some of my own science research into the creation of energy in the body and how this could be applied in our world itself. If I was to go back and redo this project I would familiarise myself with lighting a bit better as the final outcome was definitely not what was anticipated in how it was show to the audience.

The head model, for me, was very enjoyable and something I would definitely try again, with other people as references, to see how different face shapes effect the topology and the skin folds. It taught me a lot of simple modelling techniques and how in animation a lot of the topology is created with science in mind- in this case, following the facial muscles. I found it a lot to match my face with the correct topology that create the floating city, which is strange as one is a lot more complicated. I found the research for this model very interesting as well- looking into some of the face models with such high detail and good shape with very little topology or being low poly. I tried to follow this in my own face. Modelling the head also allowed me to have a bit more confidence in the modelling itself. Areas like the neck where my tutorials did not cover I found myself having to improvise and create my own model based on several topology flows I had found online.

 

Camera Angle/Lighting For Ryan

Ryan was the one responsible for the camera in our world, we roughly sketched how we wanted to world to look when rendered to show for size. We agreed with Conánn’s advice and wanted to use objects of a known size, put in our frame, to re iterate the size of our world.

new light_test1 _rim light

I can’t draw light and this was a really quick paint to show what I meant to Ryan. I really was inspired by the framing of the ship by Kubrick in 2001 Space Odyssey (1968). We want the camera to remain in place, however, have the planet move upward, creating a halo of light on the destroyed Earth (the giant grey blob at the bottom of the shot).

 

Our First Presentation

So, our first presentation for the city project went pretty well, however, Ryan, Eoin and I agreed that there were a few things we could change for our hand it.

Conánn said that our scale was off i.e.we did nothing to show the actual size of the world. He drew the following image to help us picture how we could demonstrate its size. He suggested that we place objects of familiar sizing, such as other planets, around the floating city.

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Conánn’s diagram to help explain things further.

We will do some more research in hope to improve when we film the world.

Our city. Yeah it’s a little bit dodgy.

Eye Modelling…

When modelling the eye I wanted to add a level of realism to it. I know the human eye itself has a lot of layers to it- for the function of sight and stability. Although we are not marked on the modelling of the eye itself, I want to go back and make it more realistic, like that in the one Conánn modelled.

a2eb42182e448038473975202c74de07The eye diagram. (S-media-cache-ak0.pinimg.com, 2016).

In my own model, I didn’t include the extrusion of the cornea, maybe this is something I could do over the summer.

Below is the video I used to complete the eye model.

The eye tutorial. (YouTube, 2016).

EYE3The wire un-smoothed eye.

EYE2The eye model.

eyeThe eyes placed into the model itself.

References

S-media-cache-ak0.pinimg.com. (2016). [online] Available at: https://s-media-cache-ak0.pinimg.com/736x/a2/eb/42/a2eb42182e448038473975202c74de07.jpg [Accessed 28 Apr. 2016].

YouTube. (2016). Eye modeling Texture Like Pixar And Dreamwork Autodesk Maya. [online] Available at: https://www.youtube.com/watch?v=pY0yyGsGmzY [Accessed 28 Apr. 2016].