Showing posts with label The Trombone and Tuba District. Show all posts
Showing posts with label The Trombone and Tuba District. Show all posts
Tuesday, 22 August 2017
Tuesday, 8 August 2017
Wednesday, 2 August 2017
Tuba and Trombone: Interior Texturing
The interior of trombone and tuba is now textured. I am still having some issues with mental ray so below are not renders, just screenshots.
Wednesday, 26 July 2017
Trombone and Tuba: Building the Interior
The interior of the trombone and tuba district is slowly coming together. I am, however, unsure about the big, empty space in the middle - should that be populated by buildings as well? Or left the for little Reds and Yellows as the royal notes enter?
Tuesday, 25 July 2017
YPGTTO: The Tuba & Trombone District Texture & Compositing Test
The Tuba & Trombone District Shot 1: Straight out of Maya
The Tuba & Trombone District Shot 1: Basic Composite
The Tuba & Trombone District Shot 2: Basic Composite
A start to texturing the Tuba & Trombone District
Thursday, 20 July 2017
Trombone and Tuba: Building the Set 01
Few screenshoots from the Trombone and Tuba district. This is the first set I am putting together so the more feedback the better. I also apologize for not providing actual renders but something is not working properly in my Maya and I need to investigate.
Thursday, 29 June 2017
Wednesday, 28 June 2017
Wednesday, 14 June 2017
Thursday, 25 May 2017
Friday, 12 May 2017
Environment/Asset Design- The King's Palanquin
In the race to the summoning light, Red finds himself head-to-head with the King of the Trombone and Tuba District. Of course royalty won't be seen running and the King gives chase in his Royal Palanquin! Here is the design process and the characters to scale. Design no.3 was the chosen model.
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Palanquin Orthographics |
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The Palanquin to scale! |
Monday, 26 December 2016
Environment/Asset Design- The Trombone and Tuba District
I designed some classical streetlights following an attempt at creating a conceptual scene. I felt it only right to line the streets with street lamps over the lanterns designed previously.
I looked into a few more drawbridge designs...
I particularly liked the idea of using a the horn shape in 5, so that when the drawbridge drops you essentially walk through a shortened conical tunnel. 6 was an experiment in asymmetry while 4 was a slightly more traditional take on a Trombone and Tuba drawbridge.

The conceptual scene is what I imagined Red and Yellow might see upon crossing the drawbridge, with music-note based bunting hanging from the grand buildings either side. Of course at this point the streets would have to be populated with thousands of other notes/subjects as they try to get a look at the King and Queen.
Thursday, 22 December 2016
Environment/Asset Design- The Trombone and Tuba District- Buildings
I've been working on designing the Trombone and Tuba District buildings- taking on Baroque architectural inspiration. Hopefully these designs lend themselves to the opulent Royal district.
Thursday, 15 December 2016
Environment/Asset Design- The Trombone and Tuba District
'The Trombone and Tuba District feels like an Imperial District- the seat of Power. Not surprisingly there is a lot of polished brass on show... Our main impression is of a Baroque architecture of ornate metalwork and royal reds.'
'... everything glints and glimmers in an expensive way.'
I've been gathering some more reference material for the rich, opulent and regal district that is the Trombones and Tuba District. I started work on the wall that reveals itself to be a drawbridge. I think 2 is where I started to get a feel for ornate metalwork but there is plenty of room for improvement. We need more grandeur- bigger, bolder... brassier! I might try going a really excessively outrageous route with future designs and see how they turn out.
I also started to create the lanterns that light the entrance way. While initially starting off well I lost the instruments along the way. It may be because the Trombone and Tuba offer themselves quite well as these old lantern shapes. The key difference however is that this districts Lanterns would be perfectly circular unlike its more angular real-world counterparts. There is definitely room for improvement and extreme exaggeration here though.
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