The Initial Storyboard Following discussion about the screenplay, we moved on to the storyboarding stage. Below is my first dig at a storyboard (including several of Kharis’ frames). We were heavily inspired by The Good, The Bad and The Ugly and the classic shot/reverse-shot editing style. We incorporated many over-the-shoulder shots which helps enhance the […]
Assignment 1 was challenging but highly rewarding and I learned a lot about 3D modelling. At the beginning of the year, I had no knowledge in Maya and only a slight amount of knowledge in Blender (and at that this was very self-taught during the second lockdown in 2021). I am very happy with the […]
SketchFab Link My final SketchFab outcome is pictured below and linked above. I have included images of the metal-based model and the non-textured model with and without poly-divisions to get a clear view of my final 3D outcome. My live Maya and Substance scenes can be seen here (note Maya file does not have photos […]
My initial thought for my character’s design was to use my knowledge from Illustration in Semester 1 and create a graphical, minimal ‘cute’ characature of myself. I began by creating various Pinterest boards to gauge what intrigued me most and build inspiration. I thought this sort of graphical, geometrical style was compelling and would allow […]
Colour Digs in Substance Below are some different experiments with colour in Substance – I thought the black with the defining hue contrasting was striking and representative of sci-fi genres and design languages I was inspired by. I also tried a metallic option to see what my helmet design would look like when reflective. In […]
My final concept references is as follows: I set up my concept as image planes in Maya and began modelling in both side-view and front-view (this was a tip I learned from many helmet tutorials on YouTube, including:) I found this useful as I was able to grab the vertices and match them to the points […]
I followed the Game Dev Academy Maya tutorial () and came across some key rules that could be useful in my own work. Duplicate Special | Duplicate an object and copy its Z-value, then apply this to a DS command to create a series of repeating, geometrically accurate objects.
Throughout Semester 2, we explored many different animation exercises that helped us to develop our skills. I have logged what I learned in this post. Basic Animation The ultimate bouncing ball exercise introduced squash and stretch to me as I was not in Semester 1. Completing this exercise alongside the robot jumping one really helped […]