Friday, 16th Feb.
This week we had a PhD student teach our class how to do model topography. I found it pretty straightforward to use the Quad draw tool and to make the mesh. I did have a few issues though. I didn't realise I was supposed to loop the squares around the eyes and the mouth, so I had to redo a bunch of it. After that it was smooth sailing, it just took a while.
The other thing I had trouble with was mirroring the topology to the other side of the face. I couldn't really figure out how to do it, aside from just using Duplicate Special and combining the two objects. This wasn't a great solution though, and when Alec looks at the work this week, I'll need to ask him how to do it. I'm pretty sure nobody else figured it out either, so I should be okay.
Floating City:
No progress at the moment. - Friday, 16th February.
This is the concept we have for the moment on our project.
We've met on Monday this week, and this is what we decided:
We're going forward with this idea, with a few changes. The various regions of Prague, with their distinct feels, will stay on the gears. however, we've decided to further focus on the clock. Right now, the plan is to have a shot of the clock on the bottom side of the city, and have the gears and the city on the other side. The plan will look something like this:
This isn't final though, just a general plan. We might decide to present the gears one on top of the other, like they're emerging from the face of the clock. Some of our group members weren't here (Emma and Shannon) so we decided to hold off on more deliberations for later, when we're all together. For now, though, our task is to model the different parts of this project. I'm doing the clock and the details on it, and the others have divided the regions of the city.
I think we've used our research on the city well, since we have a sense of the city from it. It's a pretty spacious place, and seems to have a lot of diversity, everything from castles to communist apartment blocks. I hope it's not too difficult to model gears and details. I think the most challenging will be texturing the more detailed parts.
I think we might also want to think about sound and style, since at the moment we've only planned a Game of Thrones-esque visual style, and haven't thought much past that. Furthermore, the sound will probably be pretty important to get across the feeling of the city.
We'll all be around throughout the week, so we'll probably change the project as we get the basics ready.
I've also had the thought that we should look at the Star Trek Discovery intro, and other mechanical intros and scenes.
- Monday, the 19th Feb.

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