Thursday, 22 June 2017

Modelling: The Oboe District's Bridges

The Oboe District now has bridges and is ready for initial set construction.


Digital Sets: The violin District

Some Screen shots from the main Violin District block out. Still need to put some paraphernalia like signs in place then it should be good to go.
 





Tuesday, 20 June 2017

Digital Sets: The Overture #3

Some of the objects in The Overture set needed to be updated so they wouldn't collapse in smooth preview mode. I also added the striped to the centre orb and some lines in the roads, so hopefully it's now ready to go.


Thursday, 15 June 2017

Digital Sets: The Overture #2

The Overture set is now completed! I modelled the dome properly and added some railings so they looked nice and detailed. I also modelled some exit tubes for the elevators, placed the road supports, and readjusted the pillars so they fit the shape of the dome. I also added in the signs and made some more pathways so the space felt more busy and populated. Overall I'm happy with how it turned out, so now I'm onto working with the Oboe District.




Environment/ Asset Design- Lots of Signage!

Embarking on some of the last few pieces of District furniture. I needed to finish the signs preceding a few of the Districts.

Following Red's fall down the stairs to the Double-Bass District, he scrambled to his feet and is faced with Design number 2

Chosen Design 2


Later, after his ascent from the Double Bass District, Red finds himself on the precipice of the Harp District. A few lovely little birds fly by, carrying Signage Design 1 to inform him of his place in the world.

Chosen Design 1
 Directly behind Red is the Horn District. The squiggly spaghetti like structure of design number 5 will be the Horn District Sign he will see. Shortly afterward, he sets off with steely resolve to find the summoning light in the distance.

Chosen Design 5



A while later Red finds himself caught up in a stampede of fellow notes as they all speed towards the summoning light in the distance. It puts both Red and the Trumpet District sign in a bit of a spin!

The design was supposed to point in the direction of the district. The first sheet of designs I focused on creating it entirely from Trumpet elements. However they didn't communicate direction very well at all. So in sheet two I took a more obvious approach and we settled on design number 5.


Chosen Design 5

Finally the Percussion District. Red arrives in spectacular fashion, delivered by the hook of a crane to find himself in the middle of a Construction site. 

The Percussion section is comprised of multiple instruments, unlike the others. Initial sign designs were therefore a mix of instruments. As I struggled to nail it down, it was highlighted that I had missed the most obvious connection. Triangles are well known for warning and caution signs, so that was the instrument I then fixed on to complete the Percussion District signage.




Wednesday, 14 June 2017

Modelling: Trombone and Tuba Buildings #01




Rendering: Render solution adjustments



A few small adjustments:

Red (body): Colour adjustments
Red (outline): Colour added / lightened
Noise: Reduced

Rendering: Getting closer to the final render solution


Animated camera test 1:

OK, another step closer to a render solution. Some thoughts / decisions,

1) Red needs to be more desaturated / colour graded to match the scene lighting. In the example above Red should have a blue tint.

2) Light wraps are needed to combine the background with the buildings. That helps with softness.

3) No toon lines. They are problematic an cause 'crawling' as the camera moves.

4) Creating static noise is a common problem. Noise will always crawl if the camera moves. In this example the noise is a static overlay, that may however create a 'dirty screen' feel. The noise is needed though to create softness. A compromise may be needed, part moving / part static.

5) Backgrounds can be made procedurally using ramps and noise patterns in Maya. 

6) The cinematic / large format camera aspect ratio works well.



Sunday, 11 June 2017

Modelling: The Overture's Departure Board & Map

The Departure Board and The Overture Map have now been modelled. I still need to figure out how to create the flipping text on the Departure Board - I could do it in Maya, AE, or a combination of the two. Now that I have a physical model to work with, I'll be able to experiment with it more later on.


Friday, 9 June 2017

Modelling: The Percussion District, Unfinished Bridge

Seems to be bridge season in the Young Person's Guide to the Orchestra




Modelling: The Overture's Elevator & Road Supports

I've been working on modelling The Overture's elevators, which includes the tubes and the lift itself. I've created a set of controls for each set of doors and controls to position the objects both together and independently as needed. There are also controls for the visibility, so the geometry and sets of controls for the overall elevator, the tube, and the lift can be turned on and off to make it easier to work with.





I've also created the support pillars for the roads in The Overture set, so I can now bring this base into the set file and use a lattice to bend and adjust the models as needed to fit them where they need to be.

Thursday, 8 June 2017

Modelling: The Bridge

The bridge is modelled but it's lacking the opening mechanism which I have discussed with Ethan before. I am hoping he can set it up as he definitely knows what he's doing in terms of rigging..


Environment/ Asset Design- The Overture- Maps and Departure Boards

Some rather major furniture missing from the Overture are the departure boards and the map of the Kingdom of Sound. Inspired by Jordan's original storyboard sketches I came up with 2 designs. of departure board.

Design 1 I applied a gentle wave to the sign and used the staves as our information boxes. Inspired by current railway station live updating signs, I saw the status of the trains as messages that scroll across the rows from right to left, updating passengers.

Meanwhile design 2 was based on Jordan's idea. The staves again operate as information boxes, but instead of an alternating LED display, the labels sit on a rotating barrel that flip round. Instead of letter by letter rotation I went for entire names and phrases. And the board as a whole takes the shape of a scroll.


Jordan Buckner's Departure Board Storyboard sketch


The other sign in need of investigating was the area map. Phil sent me some ideas for designs in which the map sat atop a cone of musical notes, which is the dominating design on page 1. I then experimented with other methods on page 2, utilising ceiling fixings as well as a column idea.
We decided on a ceiling mounted sign, investigating a mixture of thumbnails 4 and 5.




The chosen designs are below. (Number 2 of the area maps) The music notes were removed from both designs, opting for simpler and sleeker staves for design aesthetic. On the departure board the column titles were deemed unnecessary and also removed.


Environment/ Asset Design- Percussion District- Cranes and Final Machines

The Percussion District is a working construction site. we needed the presence of some familiar machinery. In this case, a crane to help fill the night skyline.  Design 1 is the likely candidate.


More recently we have consolidated the series of hammers needed for the Xylophone Conveyor Belt scene down to three designs. Here are the orthographies for the Beaters, Cymbals and Mallets.




Environment/Asset Design- Double Bass District- Cables and Turbines

The Double- Bass district was in need of some filling out. Though not too much. The district is a cavernous subterranean power station of sorts. The Double-Bass strings operate like power cables, lighting up when vibrating, but they had to attach to the floor somehow. So here are some ideas for structures anchoring them to the floor and walls.

The multi- levels of thumbnail 5 have been chosen as the main base styles.


Secondly I embraced the concept of some Double- Bass Turbines. These machines will each dwarf Red in the huge space.