I found the minor project to be one of the tougher projects after completing the premise, the reason behind this is mainly due to the modelmaking as compared to before I was initially doing more character-based modeling is moving on to more environmental based item and designs. the initial design stage and researching wasn't too harsh for me to follow as thanks to Premise only had a general idea of where I want to go with my work, one of the major setbacks I had during the minor project time scale was the cutback of the initial set and what was can be implemented into it so instead of doing an entire street leading up to a singular attic room it was more streamlined down to the bare essentials of what was going to be shown from the book even the eaves that the book mentioned the children going through to get to the uncle's room in the first place. after I had the initial objects modeled mapped out another painstaking process was the layout of the room on which I was quite met
OGR 25/11/2018
ReplyDeleteEvening Coyle,
So, I have a couple of 'prods' for you here in terms of just enhancing your vision for this city a bit more purposefully and with a bit more attention to detail. I think it's great that you've moved away from some of your more literal buildings and gone for these more 'blobitecture'-style buildings. I like the skewed angle, but my instincts are it would be better if the camera just dropped a little lower, thus raising the model buildings higher into the composition (because right now, you've essentially got a big matte-painting filled hole in your image). As I've suggested for a few of your classmates, the time may have come for you to block-model your assets and get a Maya camera 'on set' and seek to shuffle elements around until you've got the most dynamic view possible. Take a look at this interaction between Ted, a rough digital set and myself over the last few days as an example of how quickly it can change things up for the better:
https://tedsuniblog.blogspot.com/2018/11/what-if-metropolis-original-greenlight_21.html
https://tedsuniblog.blogspot.com/2018/11/block-modelling-composition-shots.html
https://tedsuniblog.blogspot.com/2018/11/reworked-final-concept-painting.html
I think you need to 'close that hole' in your composition and my advice is lowering the camera and 'looking up' while also keeping the tilt, which I know is part of your 'twisted city' concept.
What worries me about your concept painting a bit more is that fact it gives no clue whatsoever to your understanding of your buildings as it relates to their surfaces/fabrication/texturing. Right now, this is all just block colour, cel-shaded style, and there's no sense of what anything is made from, and no sense of light/shadow impacting on anything. I can't help feeling too that the 'blue fluffy clouds' may be a missed opportunity for a city as likely edgy and moody as this one! Why not think more dramatically/theatrically about this scene? I think your artist might approve (and may disapprove of the fluffy white clouds!). I recognise that your preferred digital painting style is 'block colour', but I'm going to ask you to give more thought, energy and technique to rendering your buildings (and lighting etc) in such a way that demonstrates your sensitivity to the next phase of this creative process - modelling, texturing and lighting. If you're not too careful, you might end up creating a series of 'brown lumps' in Maya, as opposed to something that looks suitably architectural. For example, how are these buildings surfaced - if you look at any kind of real world reference, you'll see that large architectural surface areas are never completely smooth: look closely at this famous example:
http://www.bilbaobizkaiacard.com/en/product/guggenheim-uk/
So - I think you need to tweak your view and you need to dial-up the actual detail in your assets, otherwise you risk modelling 'blobs' not 'blobitecture'. Finally, there's an issue of quality control here in terms of your OGR and the way you're presenting your work; it's all a bit scrappy and I think you need to be looking at these examples of what your classmates are producing and raise your game accordingly:
http://karrispalmer.blogspot.com/2018/11/what-if-metropolis-online-greenlight_21.html
http://tserepianimation.blogspot.com/2018/11/what-if-metropolis-ogr-part-2.html
(I'm pointing you towards the layout etc and their more professionalised approach to presenting their 2D work etc).
So - a few things left to figure out, Coyle - so figure them out :)