The Lonely Mountain

The Lonely Mountain
Showing posts with label concept. Show all posts
Showing posts with label concept. Show all posts

Thursday, 13 March 2014

The forgotten tests


So I meant to throw this up here a while back. Long ago, around the time of the first age, before the 3D fires were alive and burning, I began a rough 2D fire comp test...it turns out it's supposed to be played super fast - LIKE LIGHTNING...but fire instead, so it's not really what we need anyway. Also, there's a few strange artifacts going on that need tweaking obviously. I was also going to look in to having the paper blackening before the fire as well, but I see no reason for it now; thankfully the 3D fire looks like the way forward!




So there super slight differences in the timing here. When it's too slow it doesn't look right, it's supposed to be a fast wipe sort of deal.





This one's slightly slower but it's not hugely obvious.



So here's a few stills to help you get the idea.




Thursday, 6 March 2014

Tree-Hand Modeling

Started modeling the Tree-Hand which 'captures' the Eagle. 

Used one of the concept designs I had done previously as reference:

First version of the model - unsmoothed:

First version of the model - smoothed:

Wireframe:

Tried adding a very simple rig to test quickly if the geometry was going to do what we need the Tree-Hand to do:


Realizing that the model will be smoothed, in order to retain the sharper edges to match with the rest of the paper world, I added in more edge loops for the edges of the fingers/branches and roots. Elongated the branch/fingers slightly to add a bit more creepiness to it and this will probably allow more freedom for movement and entwining as well. Also modeled the second hand/roots which is curving in around the main tree-hand, based on the original concept design:


Discussed with others in the team about the hand looking more tree-like before it 'grabs' the Eagle. I suggested maybe adding more trees/branches behind it. These could then be entwined with the hand and then fall away to reveal the hand. Or another suggestion was to just make the finger/branches more contorted and entwined with each other before unfolding to look more hand-like. So there are a few things to try next!

- Lilly

Sunday, 23 February 2014

Tree-Hand Moodboards & Concept Art

Looking through everything that is being worked on at the moment I realized that not very much had been done for the 'Tree-Hand' which entraps the eagle, so I've gathered some research into moodboards and created some artwork concepts.

Tree-Hand Moodboard:

Origami/Paper Trees Moodboard:

Concept Artwork:
I quite liked the idea of the 1st one I drew (top left) of the roots looking like a second hand clawing at the ground - this part wouldn't need animated though, just the main hand part of the branches. With two hands this adds a slightly more human quality, as if Morgoth himself is clawing his way up through the ground. Also the branches and roots look quite contorted which add a sinister and creepy feeling to the tree.
I also tried out a tree with the fingers/branches more closed inwards and claw-like (middle bottom).
Added a few leaves to the tree (middle top) which could be shaken or dropped off when the tree becomes more alive - as if the hand was in disguise.
Also drew a more simplified and origami design for a tree (right) which could be the surrounding trees.

- Lilly

Monday, 17 February 2014

Eagle Design

This is the semi-rough character design of the eagle, on which John M. based his 3D model. It is essentially a mixture of elements from our initial eagle designs. I just sketched all the elements together on a sheet.

Forever Texturing

Ok so, I've been meaning to post this up for a while. Rebecca and I have been messing around with projection in mudbox and maya.

                                 

This first piece is more of a  concept. The texture was projected on in maya (if I remember correctly). But there was so little control over where the texture sat. There's just a backdrop and light thrown in there too, to help create more depth.



UV map


                                                     Texture created in Mudbox & PS



Elements put together in Maya

This is just like the test Rebecca previously posted, checking the projected texture against the map (obviously it's not in the right place, but you get the point).

The method that seemed to be easiest was to apply the paper colour/texture of the map as an actual shader and then to project the lines on top, placing them where we wanted them and just updating the changes from the projected stencils in mudbox to the existing shader. Once the lines were on the 3D model, they seemed to be less sketch-like. I think we'll need to tweak the stencil a bit. It's not perfect, but it is getting there.

Sunday, 16 February 2014

Dwarf Town...

Couple more test renders of the town area.. more team on board now, so should get bigger, quicker :)



Wednesday, 12 February 2014

Burning..

Thinking of the burning town, here is a cinder test, looking at the effect of heat on paper.  No smoke or fire yet, just animated texture, ramp masks and noise.  Some bump mapping to at crinkle to the paper over time. Animated smoke volume and mesh distortion modifiers do look cool, but still to be worked on.


Tuesday, 4 February 2014

Dargrgronsndvghnmhj,.k

Apparently I'm only capable of drawing cute goofy things?? Finally starting to get somewhere though maybe I think...


Dragon Concepts

Here's what I was thinking for the tone/look of the dragon, it's a little rushed but you get the idea. He's an evil, greedy, badass... which I tried to reflect.

We should try to pay close attention to the overall shapes and shilouette of the dragon, as that's pretty much all we see until the money shot at the end. Most of the details will probably get lost, and the overall body shape is far more important than the head.... but I drew a bunch of heads.

The middle/left one is the only one I'm particularly fond of... it's got  slight eagle look to it, which I reckon would add a nice touch. 




More dragons

Reworked my dragon a bit to make a little less cutesy. Made it a bit less podgy and smiley and a bit more sleek and spiky.



Monday, 3 February 2014

Initial dragon design

He's far too cute for my liking at the moment, working on head redesigns as we speak. But I'm fairly happy with the body for now. Thought I'd pap it up here anyway before the meeting this afternoon.

Saturday, 25 January 2014

Map Reveal AE Test


Just a quick map-reveal test done in After-Effects. Would be grand to get something like this in here somewhere.