Showing posts with label The Overture. Show all posts
Showing posts with label The Overture. Show all posts

Friday, 1 September 2017

YPGTTO: The Overture. More Render and Shot Tests


Shots 20, 21, 29, 30, 31, 32

These render tests don't feature any effects (such as lights turning on).

Thursday, 31 August 2017

YPGTTO: The Overture. More Render and Shot Tests


Shots 15, 16, 18, and 19

A few more rendered tests. Shot 16 is still rendering.

YPGTTO: The Overture. More Render and Shot Tests


Shots 11, 12, 13, 14

More render tests for four shots. Shot 12 is a static shot (at least in the pre-viz) and may need to 
be animated.

Wednesday, 30 August 2017

YPGTTO: The Overture. Render and Shot Tests



Shots: 02,04,05,06,07,and 08

Here are few render tests for the Overture shots. In most cases these have been a successful (beyond play-blasting), to perhaps see in more detail how the shaders and colours work in motion.  I've not added any compositing to these shots, they are straight out of Maya, and they include an extra 48 frames bleed.

Sunday, 13 August 2017

The Entrance to the Overture

The entrance to the overture. I still need to investigate what happened to the indoors floor. 




Thursday, 13 July 2017

YPGTTO: The Overture Stage Texture Tests

Overture Stage Additions: Clean Render

Overture Stage Additions: Basic Composite

Update to the Overture: A new dome has been added along with a stage (thanks to Dee). All of these objects have been added and textured to match the scene. However, the stage itself is an experiment in finding a way to make it stand out in the scene and feel less like a 'block'. A light colour means it blends too much with the background.

 Overture Stage Additions: Updated version

Wednesday, 5 July 2017

Digital Sets: The Overture #3

The Overture requited a bit of extra work as it was lacking the platform/doors where Red enters The Overture. Using the full dome, I cut out a hole for the platform and I added some walls to clean it up. I also added a few little details, rebuilt the doors, and added controls to the doors for convenience. The dome is also split in half so each half can be toggled on and to make lighting and setting up cameras easier.




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.




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 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

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.


Saturday, 3 June 2017

Digital Sets: The Overture - Progress #1

I've begun arranging the Overture assets to create the digital set. I've also begun modelling any bits that were missing such as the elevator tubes, some extra roadways, and the large pillars in the background. I was unsure if the pillars were going to be part of a matte painting or not, but I used bits from other assets to create the music note pillars anyway for now. It isn't completed yet, but I figured I'd post an update to show where I am with it.



I've been playing a lot with the scale and placement of the objects to try and make it feel full, busy, and expansive. There is still a lot of room for improvement, but I'm mostly trying to figure out what other bits I need to model. I think I'm next going to begin working on making the elevator, elevator tubes (the ones in there are just temporary), and supports for the roads. I also need to remake the environment dome so there are holes in the ceiling for the elevators to go up into and extra platforms around the dome. Once that's all done I'll add in the signs, seating, and any other bits that are needed.