Time Machine Modelling #02

Posted by Sam Hayes On Monday, March 26, 2012 1 comments
Update:








Testing the animation of the clock rings:



The main focus of the animation - the time machine, is getting closer to how I want it to look. I have the main machine all blocked out and the most important components built. I've began some texturing and shading to get the palette and materials close to the style and feel of the environment and period. As I progress I keep realising more details I want to add and components to make it seem believable and to add the quirky 'tinkering' design of the machine. With more texturing I'm hoping to make it seem more organic, especially the chair which still needs to be sculpted. I'm hoping to have the machine close to ready in the next couple of days so I can get working on the environment and the piles of props to fill it!


The materials I've been working with so far, are texture maps plugged into Mental Ray's MIA_X shaders and some fiddling on the reflection curves and values. Depending on render time, this is a shader I'll try and incorporate into other areas of my scene, as I like the range of controls and values it has.

Although my machine is constructed mainly of metal that could shine, I want to give it a bit of grit and dirt. The environment and owner of the machine needs to be reflected in the design, so I assume it was built in a smoky room out of tarnished metal. I'm going to try and push the rusty edges and soot a little more as I refine the textures.





Time Machine Modelling #01

Posted by Sam Hayes On Tuesday, March 20, 2012 1 comments



I've began modelling the Time Machine. I've blocked it out and added detail to the interior, but there is still a lot to do. The modelling as of now isn't that far from the original concept and the pre-viz version, but I expect as I add more details and start to think about animation, it may change a little more. The left-hand side hasnt been worked on at all yet, but I expect that will have a gritty, coal-powered generator and some exhausts. I've made a note as I've been modelling on which parts will be textured (and therefore UV'ed) and which parts will use metal shaders, this should give it a better 'shine' and hopefully a bit more refinement. The chair will need sculpting in Mudbox, along with some other parts of the model.









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The Time Machine : Update

Posted by Sam Hayes On Monday, March 12, 2012 4 comments
I haven't blogged for a couple of weeks, mainly because I've been focusing on pre-viz which has been changing quite a lot as I try and work out the feel and themes in the animation. I've constructed a pre-viz environment, which I've pushed a little further than usual to see how the lighting can work in the Laboratory environment before going into full production. There is still a lot to work out, especially the 'workshop' area of the environment but it is getting closer to portraying the atmosphere I wanted it to have.

I decided to split the environment up into two areas. The first being a study room, showing the character of the scientist through props and decor. This room then leads into the open conservatory which is where the work-shop and Time Machine are housed. The overall shape of the building is below, inspired by the large 19th Century greenhouses and conservatories on stately homes.



Below are some shots from the rendered Pre-viz, I'm still working on the camera-movements, trying to make them seem fluid and ironing out any awkward moves.








The machine has been pre-vized, but I'm still not completely happy with the design, when I produce it in full quality, I think a slight re-design will be in order.

Lastly, I've been working on the first prop, a Art Noveau-inspired 'Tiffany' Lamp. Still needs to be textured in full. I'll be pushing ahead with more production of props whilst finalising my pre-viz.



Lamp's Detail in Mudbox

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I'm a student studying CG Arts and Animation at the University for the Creative Arts, I'm living in Kent.

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