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The Art of

The Fantastic Voyage


By Scott Turner

Contents

The Brief Chosen Life Cycle Target Audience Visual Concept First Designs Creating an Interface Designing Revisited Concept Art

- 04 - 05 - 06 - 10 - 12 - 13 - 15 16
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Contents

Animation Text & Structure - 19 Text Box Design Storyboard Wireframe Models Un-Textured Models Texture Development Final Models - 20 - 21 - 25 - 28 - 31 - 34
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Creating Wireframe Texture - 32

The Brief
You are required to produce a complete 3D animation that demonstrates creatively your ability to interpret, transcribe and represent complex ideas in engaging and dynamic ways. Your final animation should demonstrate clearly your creative methodology as established by your Year 1 curriculum, i.e. pre-production
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The Life Cycle of Moss

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Finding My Target Audience


Key stage 4 Age 14-16

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After choosing to animate the Life Cycle of Moss I started to look into who my audience was going to be for my animation. My initial thought was my animation was going to be knowledge and learning based so I needed to look for an audience that is willing to learn School children.

From here I had to narrow it down, I did this by look on a popular revision website: www.bbc.co.uk/bitesize to see what each year group was learning - what I took from this was that Key Stages 1 through 3 would be inappropriate for the subject of The Moss Life Cycle, so I chose Key Stage 4 Years 10 and 11 - GCSE Level.

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Before doing this research I was thinking about aiming my animation at this audience anyway, due to the lack of fun I had when revising for my own GCSEs.

Unlike A-Levels where the syllabus and teaching style is adapted to engage with the students, GCSE teaching is less exciting as it is predominantly exercise books and bland, boring illustrations from which you learn. This gave me the idea to combine 14-16 year olds (KS4) interests with schoolwork. !

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The idea of combining teenage interests and schoolwork lead me to gaming. So I researched gaming looking at the ESAs Facts about the computer and video game industry for 2012 and 2013 The statistics I found were these: - 32% of gamers are under the age of 18 - 31% of gamers are aged 18 35 - and 37% are aged over 26 However: - It is believed that 16% of the 18+ gamers are in fact under the age of 18 and they have lied about their age to gain access to restricted adult material making 48% of gamer under the age of 18.!

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Visual Concept
My visual concept was initially inspired by the aliens view in the film Battleship (shown right) this Heads Up Display design represents exactly what I imagined for my animation. With read outs and x-rays portraying what's happening and why. After looking at these scenes I went on to look at other films and games, such as: Predators Star Wars and Call of Duty

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Predators Star Wars and Call of Duty !

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First Designs

For my initial designs I jumped straight in and started thinking about scenes that I was going to have in my animation. These three images are of the screen design that I wanted to have my animation played on.

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Creating a Interface and Colour Testing !


In my very first designs it was clear to see that I didnt have a definitive style. So I went away and looked at more influences and focused very much on Jarvis from the Iron Man Trilogy after looking at this I went back to the drawing board and spent a lot more time on my designs, with the intention of creating a computer interface that I could apply to my whole animation

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This is my final design and chosen colour for my interface or theme for my animation (bottom right) what I achieved from this design was a foundation: a piece of work that I could build up from and apply to the narrative of my whole animation.

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Designing Revisited!

After deciding on the colour and design that I was going to use, I went back to the loading screen idea and applied my new ideas to it. I started to think about what I wanted my animation to look like and what I wanted to achieve from it as an end product. !

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In my concept art I was thinking about the computer style that I wanted to achieve. I wanted it to feel like you were in a computer being shown how it works. My first piece was a 6 screened computer console.

After feedback I was told that it would be more effective if I just had one screen that the audience saw the whole time rather than zooming in and out of 6. so I focused the rest of my designs towards the idea that you were watching my animation on one screen. !

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Animation Text & Act Structure ! Act 1!

Act 2!

Act 3!

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Design 6 was the textbox I chose for my animation. Illustrated right is how it will appear in my animation, increasing in scale until the desired size for my text in each scene.

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Final Storyboard! 1! 2! 3!

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Maya Models !

Archegonium!

Sporangium!

Next in the process of making my animation I created my models, these are the wireframe, un-textured models that I used to see if my animation worked as a design
Antheridia & Archegonia !

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Spores Being Released !

Male & Female Gametophyte!

Seta Growing !

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Spore Landing & growing!

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Un-Textured Models!

Seta Growing !

Sporangium!

Antheridia & Archegonia

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Spores Being Released !

Male & Female Gametophyte!

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Spores Landing & Growing!

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Texture Development!

Un-textured !

1st Wireframe !

Textured Wireframe!

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Step 1 I created a Surface Shader!

Creating My Wire Texture!


Step 3 Changing the settings of the surface shader so that it enables contour rendering. Here you can choose the width of the wireframe lines and the colour !

Step 2 Plug in a mb_amb_occlusion into the out colour !

Step 4 Apply the shader to the objects.!

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Lambert

Textured

Surface Shader

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Final Models
Textured

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Spore Growing!

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Spores Being Released!

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Sporangium!

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Antheridia!

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Archegonia!

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Zygote Seta Growing!


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Female Gametophyte!

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Male Gametophyte!

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