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Showing posts from October 6, 2019

3 Ways Inception is Postmodernist

Jetpack Jones: Finishing Rough Blocking

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Continued on with making Jetpack Jones and finished the Rough blocking videos where I had to make room for the mouth, eyes and try and make the face resemble the orthograph's as best I could. The last two videos I think I have done okay in, although I still need to clean up my geometry a bit more before I move into the eye video, as I think they could be a bit more neater and flow with the face a bit better. So far I am fairy confident with how the model is turning out, accept for in the fourth image I have put up on this post as I struggled with getting the edge loop (the one thats highlighted) on the face, as it wouldn't connect the whole way around and so I deiced to make the line myself using the cut tool and try and make it look as neat as possible, but because of this error I think I will also get the model looked at before I continue as I'm worried that the issue might be a problem later on down the line.

Toolkit 2: Dramatic Posing

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This lesson we continued morphing Moom into various poses, but this time we had to look at dramatic poses and take into consideration more detail, such as the ways fingers moved and be more careful about not warping the figure. After last week I defiantly felt a lot more confident doing this task and even starting experimenting with facial expressions to make the character appear more realistic and the pose make more sense, and this I feel defiant worked, especially on the first pose where there wasn't a lot of movement but the face gives a way a lot of the emotion of the characters pose.

Jetpack Jones: Making the Fake Eye and the Face

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Started making the fake eye and the start of the face on Maya. The eye itself was relatively easy to make but I still struggled to organise the lines and the faces on the face itself, while also following the tutorial but I'm getting more used to it and feel confident at this point at how the face is turning out.

Character Desgins: Astronaut Reserch Mindmap

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Continued doing research for my astronaut character, looking at more helmets and outfits to see what would suit the time period of the character and what I might want to use that might suit the characters personality. I'm still trying to stay in the 60's for the suits and the toy gun that I might want to accompany the character, so I looked at a range of various, older models and styles to give me a good range to explore and develop when I decide what I want the character to be.

Postmoderism and Pulp Fiction

Character Design: Astronaut Research and Item Drawings

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In the second half of the lesson we had to apply the research skills we learned in the first half and put them towards practicing researching our assigned character. For my astronaut I decided to try and stick mostly to 1960's designs and research because thats the theme I will have to look at later on in the project so I decided that it would be easier to start looking at now so I wouldn't have to change the design later on down the project. At first I looked at helmets and suits, but then later I felt that the astronaut didn't have as much of a personality shining through the suit so I thought it might also be fun to look at 60's themes toys and items to present the era and the tone of the character more, as at this point I think I want them to be lighthearted and fun.

Character Design: Research and Caricatures

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For our first lesson we had to research and practice drawing items that were specifically assigned to use to help us practice research for our own assigned characters and to get an idea of how to research items fro assigned projects in the future. This element of the lesson I found difficult at first to get into, as I struggled to let myself research the item and then take the time to draw it, rather than just drawing as many reference images as I could so I could get a better grasp on the item I was assigned, but eventually I got the hang of it and got used to putting the research first and exploring different images of the item (mine was a Traffic wardens hat). We then got asked to design a character for the item, and for mine I went with a giant, angry traffic warden which I had to show in the characters outfit and expression, this along with the caricature bit I still find a bit difficult as I'm still trying to be more experimental with my drawing style and show more

Collaboration: Concept and Location Mind-maps

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 1. Vintage Comic book style and inspiration  2. Scene mind-map; looking at various action rooms and halls we could use to design the scene around.  3. Initial Mind-map. Visualising some of the earlier ideas and concepts and seeing what we wanted to stick with and what we wanted to develop onto. 4. Outfit designs. looking at some older film / tv superhero outfits to see what we could base some possible outfits on. Here are some mind maps that I constructed for some of the ideas for our collaboration prompt " Forgotten / Failed superheroes". Me and my team have discussed the idea of our skit taking place through superhero audition sequence and taking inspiration from old comic books and the vintage marvel style to give the piece a more stylistic theme. I looked at both comic book and film / tv show designs for the outfits and settings as well, because compared to todays standards the outfits don't appear as serious compared to some more recent superhero outfit

Life Drawing

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This week we drew from an easel and a large sheet of paper to practise drawing negative space, concentrating on one small area and drawing in detail and measuring the model we are drawing from to get a better idea of scale and size in relative to the drawing. This lesson was very helpful, allowing me to practice with both charcoal and a mechanical pencils to draw the large model and hone in on some of the smaller details, it also allowed me to practice with size and get out of my comfort zone a bit as I was forced to draw bigger and try and work with the easel while trying to draw under a short time period, allowing me to care less about drawing the model as accurately as I could and more on drawing as much of it as I could.