Week 7: Animation Introduction.

Our week 7 task was an introduction to Animating, more specifically timing and spacing. I remember when doing my media course and implementing my clips I had always experienced issues with timing, scenes would either drag on or I wouldn’t be entirely sure on what felt natural to prolong in a scene for emotional impact or a structure of story telling. From my own knowledge timing when it comes to animation is an important factor due to cohesion and flow of a characters movement, and it’s is the key factor to a believability of a scene. Timing and spacing frames translate the speed of an action and the physics/weight of that object.

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Week 5: Character Design.

For week 5 we were to create characters that would invest the audience in the story we were going to tell. Characters are what make up a story so I want to invest story telling elements into my character designs to inflict appropriate emotions onto the viewer. I needed to try and understand the story I wanted to tell and how my characters come into play, so I needed to be mindful of the following design steps: target audience, where the character appears, other existing designs, character uniqueness, personality, utilizing exaggeration and strategic colour etc. There is also the matter of us needing to animate this character, so we need to keep our designs simple enough so the overall group are able to translate the designs over into their own style.

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Week 4: Colour Theory.

Week 4 was dedicated to colour theory and it’s purpose. I wasn’t in this week so I was unable to complete the on sight exercises, however I watched through the blackboard content to ensure I had a firm grasp on what I missed during class time.

Going through fine art A-Level colour theory had always confused me. I knew how to use colour to invoke a mood or emotional tie to the image you were seeing, however I tried to only ever add darks and lights to symbolize depth, which in truth isn’t always the case. For example I never considered the technique of atmospheric background depth (see Perspective – 10 minutes to better painting), where instead of adding darker values to symbolize objects behind using a cooler cyan (de-saturated colour) to show the difference that it can make by considering colour and stretching the difference. I try to now take complimentary colour palettes into account when creating a illustration and finding new ways to implement colour that gives the feeling life rather than shading to only fit realism. Animation is an illustration of life, and although realistic colour palettes can be used it’s a medium that bends reality to fit a purpose, and that’s also what colour can achieve.

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Week 3: Tone / Value.

Week 3 we looked into the importance of value and tone when it comes to design work in animation. This is an important step to how artists render and shade objects to communicate light and shadow – depicts form of the design and the overall shape and texture of subjects. The fundamental concept is “when we change the tonal values of a form it changes how we visually read said forms.” Value of depth- contrasting values allows us to understand foreground and background, horizon means lighter tones and the closer the object the darker the object. With going in depth of tone and value I hope to better frame my subjects and depict accurate value changes to my forms.

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Week 2: Composition and Perspective.

For week 2’s homework we were encouraged to look into the importance of composition and perspective to scenes. As previously mentioned perspective is something I was always bad at and heard of the principles of perspective but never put them into action. Performing these tasks I hope to gain a better understanding on how I can put perspective principles into use to enhance my compositions.

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Week 1: Form and Shape – De-constructing forms.

WARM UP EXERCISES ON BLACKBOARD.

I wanted to try the small warmup exercises on blackboard to build confidence in my line work. I have a sketchy style however learning line density and control would help benefit me in the long run, so I thought this exercise to be helpful. I tried this also on Clip Studio Paint with my old wacom tablet which, admittedly, I’m out of practise with. My eye – pen coordination isn’t the greatest and it’s definitely something to get use to if I want to use certain programs in the future. I have 2 monitors so the sensitivity was out of whack, however I adjusted this to fit the one monitor and it was easier to use from there.

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Assignment Reflection 1.

Upon coming into the course I had no experience in 3D modelling software or begin to fathom being able to use it, however throughout the time spent working on these projects my adoration and admiration for the process is beyond bounds.

I had a lot of issues with learning the software in the beginning, however through the use of tutorials, viewing the lectures and putting viewed methods into practise my confidence in creating 3D media grew, despite being unsure in the beginning. Through trial and error I became more accustomed to using building blocks to form models, and using tools that I struggled with in the beginning produced results I didn’t think I could from first starting the course.

I struggled a lot with Blenders interface and shortcuts, however when it came to UV mapping and understanding where to mark seams I was at a loss. UV mapping had me put a lot more careful consideration into my models and how the base was formed, as well as thinking about surfaces of objects and what more could be applied.

One thing I wished I could’ve done differently was manage my time appropriately in conjunction to the work I was putting in and what my computer is capable of running. This is something I need to keep in mind before heading into semester 2, however what I was content with the tasks I managed to achieve and can only learn from previous mistakes. I now know what’s feasible and what I’m capable of, and I’m excited to put the skills I learned to future use in the upcoming projects.

Assignment Week 5: Building a Helmet.

Due to my efforts with my sword, I knew what it took to assemble and UV map such a complicated design, and as I’ve never worked with substance painter before or knew what it entailed, I wanted to dial it back with a simple helmet concept. I was unable to follow along to a previous workshop that entailed getting to know substance painters interface and texture a pre-made model, however I watched along with the class tutorials while modelling my own model so I knew what it entailed and what skills could be applied to what limited amount of time I had.

When I thought signature helmets from media Tali from Mass Effect was the first character that came to mind, and as her race was centred around wearing their helmets to survive, I thought it was a fitting reference to use. I also adore the Mass Effect series and Tali is one of my favourite characters so I wanted to do her justice.

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Assignment Week 4: Sword of Light.

For this week’s assignment we were given the change to have free reign on creating and UV mapping our own swords. As I’m not entirely confident in my abilities with blender yet I wanted to go with a pre-existing design, and hopefully feel brave enough to take on 3D modelling my own design at some stage.

The sword I wanted to recreate was the Sword of Light from Dragon Quest XI. The sword itself has interesting features, and with help from online sources and my own collective knowledge from doing previous set workshop tasks, I can create a close replica.

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