The Wolves Within Interim Presentation

Today, we had to present a short interim presentation to our tutors and peers for The Wolves Within - which serves as a great way to recap on the project thus far. Check it out below!

The Wolves Within - Interim Presentation

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.

R&D: Shrine Dynamics #1

With the wolves affecting the environment in fantastical ways, dynamics are an important element for our animation. This can be achieved with a combination of Maya dynamics and post effects, or just post composition effects alone.

Here are some initial render tests with Maya dynamics for the Shrine Environment. The soul is suspended in mid-air over the central shrine which reacts strongly to the wolves' presence.

Raw Maya Particles


Post-Comp


The post effects gives a much needed boost to the basic dynamics, which will most likely be the best way to approach this process. It's still a little rough at the moment and will probably go through many more tests and variations, as elements such as lighting from the particles will need to affect the environment (current render is a single background plate).

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.

Life Drawing #18

Life drawing! A few tricky poses this week with an array of intersecting objects and foreshortening.


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

Previs/Animatics

As we move into production over at The Wolves Within, we made some more tweaks and refinements to the animatic with the addition of previs. After an initial previs, we found the timing and pacing were better in the original animatic, and thus combined the two.

Animatic/Previs (Latest version)


Previs v.1


Elements are still subject to tweaking, but for now we'll push on with production. Where Jolanta is focusing on characters with the two wolves, I will be taking care of the environments with the shrine as well as the good and evil parts of the environment. Wish us luck!

Life Drawing #17

More life drawing again this week with a female model. There's a lot of objects surrounding the model this time as the first years were focusing on negative space.