Showing posts with label Environments. Show all posts
Showing posts with label Environments. Show all posts

Isle of Cirrus Update

These are super busy times with only two weeks left in the project, so here's a quick update on things so far.

The environment has been steadily coming together with the textures finally in place. These are just some raw renders at the moment without the benefit of any passes.




Sample of some of the texture maps created for the scene (normal maps are also used)


Bringing Volan into the environment



Further experimenting with fluids for the clouds using two approaches.
Creating a large clould fluid can provide the background clouds to the scene, though I am concerned with the render time with the larger cloud bed image below taking up to 3-4 minutes. Although, such a large expanse as this may not be necessary with concerns to the framing of the shot camera.

'Cloud-bed' fluid


Using a combination of serveral smaller cloud fluids offers greater control and quicker render times, so perhaps the same can be used to create the background clouds. Otherwise, this method will be necessary for closer foreground clouds which will help to reveal the nature of the island.

Smaller 'single' use of cloud fluids (Low poly environment used)


Overall, most of the secondary animation elements such as the swaying of balloons is in place which I'll post in the form of a previs soon (along with the updated camera momvent), where I am continuing to refine the character animation and use of cloud fluids as remaining major elements.

Shrine Opening Test #2

Revisions to the shrine opening, with increased speed and acceleration. Still toying with the idea of the fade to black during the narrator's dialogue as you can see in the 4th variation.



Some minor tweaks to the positioning of the rock formations is needed to stop the slight 'popping' towards the end of the pull back.

Shrine Opening Test

One of the trickiest environments to tackle is the transition shot from the shrine where the camera pulls back through the environment. Here is a playblast of the scene focusing on the camera movements, with two minor variations in the editing. Elements such as lighting is not final.



We are yet to determine the idea of cutting to one or two shots of the wolves with the slow panning of the soul and narration, for a sense of tension/buildup before the race. Feedback is most welcome.

Environment Update

Update on progress with environments The Wolves Within - these are framed closely to the camera angles found in the animatic/previs.

Above Shot & 'Take Lead' shot
We first see the wolves from above, before leading to a side by side shot of the two wolves running where the evil wolf edges in front.


Evil Wolf Paw Shot

Shot of the evil wolf demonstrating his power as he crushes the ground beneath him to gain the lead. Again, the green light is a placeholder at the moment until some more development tests.

This leads on to the main Evil Wolf shot which has undergone some further tweaks.


Side Race Shot

Side race shot where the good wolf catches up by taking alternate route.

Jumping Shot

Jumping shot as the good wolf begins to take the lead. This leads into the 'Air shot' of the good wolf. Elements of the affects of the good wolf should begin to present here (will be added).

Landing Shot

Landing shot showing that the good wolf has taken the lead. Bit tricky to capture the composition in this one as the good wolf needs posing to fit into the shot correctly. Remnants of the effects of the good wolf such as the purple/pink light and markings will be added.

Good/Evil Shot Environment

Making progress with some of the other environments/shots at The Wolves Within, with modelling, texturing and lighting. Here are the central shots where the Good and Evil wolf get to demonstrate their affects on the environment. Forgive the wolf poses in each shot - as I don't have the rigged versions yet, they are primarily there to achieve the correct scale in the environment.

Evil Wolf Shot

Here the evil wolf takes the lead, mainly bringing destruction to the environment. Ominous green shafts of light seep through the cracks on the ground, where shards of rock and angular rock formations fill the scene. Original concept here.

Good Wolf 'Air' Shot

In this shot, the good wolf is leaping in the air as he regains the lead from the evil wolf. Elements in the environment echo ideas from the original concept, with the Native American markings being awakened by the presence of the good wolf, as well as the shards and fragments of the rocks coming down to form as a whole.

Markings


There's still a few placeholder elements until some further testing with dynamics can be carried out, namely the green light from the evil wolf environment and the pinky/purple light from good wolf environment.

It's a little tricky working with each environment, as definitive right or wrong elements is hard to pinpoint until a more refined shot of the environment is done. Only until you you have a more refined scene, can you see the broader picture and identify what is needed next.

Shrine Environment #03

A lot of experimenting with textures and Normal Maps this week, while making more progress with the shrine environment. Textures have been applied throughtout the environment along with additional adjustments to the lighting.



Shrine Model with Normal Map



Totem Models



The base models of the totems was taken into Zbrush, polypainted (painted directly onto the model rather than a flat texture map) and scuplted for additional details. From this, normals maps and texture maps from polypaint can be exported and applied to the base mesh.

Shrine Environment #02

More progress with the shrine environment over at The Wolves Within, experimenting with the lighting in the scene to get a sense of the tone we're trying to capture. Elements such as the background matte painting and blue shaft of light are temporary at the moment and will be further refined.

Shrine Environment #01

Work in progress for the Shrine environment, blocking things in at the moment and will continue to add further detail. A few experiments will be needed to be carried out involving textures with normal maps and the background matte painting.




Main totem props

Concept Shrine Environment #02

Second concept piece of the shrine.






To further suggest the transition into more man made influences as we arrive at the forefront of the human spirit, the environment is now more reflective of Native American influences with totem like elements. This also helps to distinguish the final confrontation with more significance.

Concept Shrine Environment #01

Concept piece of the shrine environment which holds the human spirit that the wolves seek to control. The presence of the wolves agitate the flames evoking the spiritual nature of the environment as the ruins resonate from within.







Rather than literal representations of Native American structures, I opted for more abtract/suggestive representations of rock-like material. However, this may need to be further resolved to suggest a more significant shift to a man-made environment. After some discussion with Jolanta, we have some fresh ideas to try at this key environment.

Some initial designs of the shrine


References

Good Wolf Concept #02

Another concept piece for the good wolf and his effect on the environment.







Moving away from the initial idea that the wolf brings life to the environment with elements such as plants and trees, the environment is now more consistent with the evil wolf with neutral rock type cliffs. Where the evil wolf brings chaos to the environment, the presence of the good wolf allows the rocks to form back into whole forms awakening the Native American markings in the process. In this way, the logic and design is also more consistent with the setting of inner space with other worldly elements.

Good Wolf Concept #01

Initial concepts for the good wolf. In contrast to the evil wolf, the later restores life to the surroundings with light and colour.





Looking back at the piece, the current setting of a forest now feels distracting and perhaps underwhelming to the idea of inner space that the wolves are racing through. Needless to say, I will be experimenting with some more concepts to resolve this one.