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wwwdenise · 16 days
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project idea-6
For the disposal of some small places, I am going to use some model assets. Like rubbish or waste pieces. I will place them anywhere. Used to fill up some empty places in the scene. I tried to find some building assets but wasn't very happy with them. I think I will make my own.
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Anyway, I'm looking forward to getting this assignment started soon and what I'll make of it in the end. Because there are so many firsts. I will try to do it as close as I can imagine. When I don't know how to do it I'll look it up while continuing. There's nothing wrong with trying something you haven't touched before.
I found an AI music production site that I will use to make my video music.
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wwwdenise · 16 days
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project idea-5
I think I need to draw a little storyboard or split screen. Because I want to make a short video. Maybe show to some of the buildings I designed, advancing as the ship enters the shot. I'd also like to put some character models in to add to the storytelling of the scene if possible. So figure out a way for the camera to encapsulate the whole scene and what story is happening with the architectural designs that are highlighted. Hopefully my computer will be able to hold up when the time comes.
The following are references:
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wwwdenise · 16 days
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project idea-4
I want to make a weather that can flow and change, I don't think it will be too hard, I just need to change the nodes between different weather. The thing that still has me thinking is about the structure between the skies because I haven't figured out what craft to use yet. Maybe a house, maybe an old car, maybe a sci-fi craft, a broken down boat.
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In terms of characters, I was more sure. I want a kind of industrial-style girl who acts very sexy with her tools. If the characters are going to be modelled I think I'm going to have to find an easy way to do it. 3d characters are too hard for me and I don't need that much precision.
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wwwdenise · 16 days
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project idea-3
Regarding the software that will be used, I will try more possibilities with Blender, actually I only know some basic ones and I don't do them very well. I would love to know how the complete process of making a scene in a blender works. So I found a tutorial. I thought I would watch some of it. It has the process from start to finish for this artist. I think it will help me a lot with this assignment. I've started exploring how to scan models. I think that's a good start. And it should be easier since my scene doesn't need to be this big.
In the beginning, I still chose to use Photoshop to draw the drafts, about some terrain patterns, building designs, object placement and the shape of the ship. Although Blender also has 2D drawing, it's still not casual enough for colouring, but maybe for the spaceship, I'll go for blender2D drawing because it's easier to convert to a model.
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wwwdenise · 16 days
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project idea-2
I'm more of a fan of diverse world elements, so I'm interested in the cyberpunk genre. But the understanding of the cyberpunk spirit comes across as very vague in many games. More attracted by its rich colour variations and some imagery of current technology. But I believe that cyberpunk is a real state of fantasy and that each of us wanders into such a spiritual world. The reliance on technology and the lack of exploration of the spiritual world. The idea of a class that cannot be crossed, etc.
But this time I wanted a worldview that took place in a time long past, so I wanted to combine the cyberpunk style with the wasteland style. Clutter can show the order of the worldview, as well as the clutter. The worn textures suggest geographic locations as well as areas. It fits the imagery of my worldview setting very well.
In a place that has been through a technological war. The buildings appear dilapidated and isolated. It's hard to get here except by using a flying machine. There are no villages no inhabitants. People just stop here to rest or buy information or chips. People are familiar with each other but not regularly, it's like a bazaar that's open every day but it's really a run-down city. I named it Edge City.
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wwwdenise · 17 days
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2
I went outside today to photograph some rubbish by the roadside and came back to try and see if I could convert it into a 3D model. The results seen were successful, but the number of faces was very high. I tried some video footage and it is not supported. So it had to be the photo way.
The restoration is still very good, but the accuracy should take up some memory in the scene. I think I found the important factor for realism hh.
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wwwdenise · 19 days
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1
ah I can see why the models inside blender look so real, apart from the photo mapping method, that really are real objects. It turns out that they are scanned and put into blener. So this seems like a much easier way to build scenes. I think I'll keep an eye out for things that look good and make models to put in the scene. There is one problem though, I see that the scanned photos are very large in size. I think a very good computer would be needed.
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I didn't find anything about the scanning of the characters, only the 2D conversion method. Why? It was a published paper, which surprised me. It seems that the support of academic knowledge is also very important.
Maybe animals and people could use the same approach. I feel like blender is like a clay tool that you can DIY, everything is open source. Everyone can drop in shortcuts to make their own, making it easier and easier to actually use. Yet I use very little of it, except for some simple modelling and scene building. It feels like an enlargement tool that can be enlarged indefinitely.
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wwwdenise · 21 days
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project idea-1
I got the idea mostly from the image below, who is a video of a few seconds. When I saw it, I thought, that's cool. I'm going to make one, and I've been dying to try and animate it. I want to make my stuff move. He also has elements that I really like. The dilapidated buildings, the sci-fi, kind of apocalyptic setting. So I'm going to use that as a goal for my assignments and try to get as close to it as I can.
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Analysed his elements. It seems that the assets don't all build themselves. There is wind inside the video and certain objects move.
So the questions I need to address about the inside of blender are (1) Finding the right assets, or building them myself. (2) Learning to build motion trajectories (3) How to build wind direction.
Simple modelling and animation is something I've tried in previous assignments and I think I can work it out.
Okay, it doesn't look too complicated. I'll do some sketches first, or be gathering some ideas.
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Here's a picture of where my worldview comes from.
So I think maybe the world just had a war and this guy is on the run. The timeline is sometime in the future. A city on the edge of a very technologically advanced time is torn apart by war. What kind of city is he fleeing from, and I was curious about where he'd lived, so I thought, map out the place that made it flee. I wanted to try and figure out what kind of place it was, perhaps very desert, very run down, people mostly using flying machines to get around, a very small population that relies on illegal trading of chips, very hot, and the days are short….
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wwwdenise · 21 days
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Piotr Krynski
Piotr Krynski is an artist I discovered when I was looking for a tutorial for my own homework. His work is exactly what I want to learn now. I'm so glad I discovered him.
Concept artist from Poland, currently working as an art director at One Pixel Brush. He specialises in drawing 3D works using PS and Blender, and tends to favour Blender Eevee with real-time rendering in his regular creations!
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I've been obsessed with blender's real effects lately, and here's a set of his recent forest images. The overall colours look rather grey and uniform. I don't know how it's done, I guess the only way is to buy his course…. . hhh
I like his control of texture, it makes the image look richer, even if it's only a single colour, it looks more real instead, and some of his other images of scenes are very grand in their composition, which is one thing I've found and can learn from.
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The film quality looks fantastic, how is it done. I found this plugin the other day while researching blender. Maybe using this alt tab easy fog . It can optimise the environment faster, I don't know if my guess is right.
All in all this artist, has made my knowledge of blender go beyond modelling. Depends on how many more interesting things can be realised with this software.
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References:
Alt Tab. (n.d.). Easy Fog 2. Blender Market. Retrieved from https://blendermarket.com/products/alt-tab-easy-fog2
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wwwdenise · 2 months
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The Rings of Power 
The Lord of the Rings: the Rings of Power is an American fantasy television series based on the novels The Lord of the Rings The Lord of the Rings by JRR Tolkien and its appendices, set thousands of years before the novels and depicting the major events of the Second Age of Middle-earth.
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I found his description of his work in the description of my favourite concept designer's work: "Concept artwork for a design for Linden. As an art director, I had to design the background for the entire sequence and provide assistance to the integrated team. But my favourite task was the establishing shot of the city. It started as a simple panel and developed into a full cg shot that I animated using Blender. I passed my 3D scene to the Generalist team and they worked their magic to bring it to life. The architectural designs were also interesting, they came from an old sketch (by John Howe) and an arch designed for the set.
I found a guide to the locations in Middle-earth and they say this "The first attraction on our Middle-earth tour was Lindon. Lindon is an Elven kingdom on the west coast of Middle-earth. It is considered in part to be the site of the Grey Harbour, the port city where the elves sailed west to Verinor. Verinor, also known as the Land of the Undying, is home to the powerful creatures known as the Vira as well as elves who chose to leave Middle-earth".
So I will share a scene and map-based concept designer Julien Gauthier. concept designer from France, previously served as art director of Industrial Light and Magic, up to 7 years, involved in the conceptual production of the film, including Aladdin, DC The Sea King, Jurassic World 2 and other scene concept design.
The following set of designs is called Grey Paradise and is known for its good harbours and many ships. Any spirit clan can use these items to leave Middle Earth for Erisia or Verinor. The elves are designed to look vibrant and mysterious in harmony with their natural surroundings, having vertical lines like gothic architecture and more natural forms The buildings are white, as if they are distant, yet in the middle of the jungle. I like this one in the midst of a ridge and waterfall, it looks elegantly crafted with a lot of Art Nouveau lines in the decoration. The soaring arches are easily reminiscent of Whitby Abbey in Yorkshire.
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His project work is very complete and allowed me to learn well the sequence of specific productions at work. The details and architectural shapes of his work are very fine, and he presents a camera language that makes the images unique and storytelling, which I like very much. I think I am also more inclined to do film and TV set concepts.
The camera image seems to be talking, so a good concept design can also help to do the work of the screenwriter.hh The original concept design, full of story and atmosphere, expresses the thinking concept of the whole work. It not only shows the final picture effect that you want to present, but also lays down the direction and emotional colour of the story.
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I didn't realise that reference pictures could be distinguished so carefully. If it were me, I should only be able to think of one effect ……
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Harfoots is also a favourite design of mine, but the concept came from another artist, Roberto F. Castro, who said, "In illustrating these, I wanted to give them the look of Native American settlements and the way they are depicted in art. The design of the caravan is based on the idea of a temporary camp; the Harfoots travelled and set up temporary camps, so they made the caravan their home. This called for the creation of carts that were both vehicles and tents.
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The nomadic Hairy Feet are humorous human beings with a unique appearance and ancestors of The Lord of the Rings Hobbits, and we can get to see very much Hobbit-like elements, such as nature-friendly headdresses, a variety of crops and compilations made from plants, and especially the small hill-stacked carts and round tent doors that echo the Hobbits' famous round-door mountain houses.
I'm sure this film, which has been described as the "most expensive American drama", will be a good presentation in terms of visual effects.
References:
renart. renart's ArtStation profile. [Online] Available at: https://www.artstation.com/renart (Accessed: 23 March 2024).
Tolkien Gateway contributors. Grey Havens. In Tolkien Gateway. [Online] Available at: https://tolkiengateway.net/wiki/Grey_Havens (Accessed: 23 March 2024).
[Rings of Power: What went wrong? The Concept Art is so much better!]. [Online] Available at: https://www.youtube.com/watch?v=B2Skz-3LJ-4 (Accessed: 23 March 2024).
GeekTyrant. (2022). The Lord of the Rings: The Rings of Power Concept Artist Explains This Isn't Middle-earth You Remember. [Online] Available at: https://geektyrant.com/news/the-lord-of-the-rings-the-rings-of-power-concept-artist-explains-this-isnt-middle-earth-you-remember
Wikipedia contributors. The Lord of the Rings: The Rings of Power. In Wikipedia. [Online] Available at: https://en.wikipedia.org/wiki/The_Lord_of_the_Rings:_The_Rings_of_Power (Accessed: 23 March 2024).
Mashable. (2022). Lord of the Rings: The Rings of Power character and location guide. [Online] Available at: https://mashable.com/article/lord-of-the-rings-the-rings-of-power-character-location-guide (Accessed: 23 March 2024).
Mashable. (2022). Lord of the Rings: The Rings of Power trailer. [Online] Available at: https://mashable.com/video/lord-of-the-rings-the-rings-of-power-trailer (Accessed: 23 March 2024).
robertofc. (2023). robertofc's ArtStation profile. [Online] Available at: https://www.artstation.com/robertofc (Accessed: 23 March 2024).
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wwwdenise · 2 months
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‘How Do You Live’
The 96th Academy Awards saw Hayao Miyazaki's new film "What Kind of Life Do You Want to Live?" win the award for Best Animated Feature Film. This is the second time Miyazaki has won the Oscar for Best Animated Feature Film, after winning in 2003 for A Thousand and One. I'm honestly looking forward to it, so I thought I'd share the news. Although everyone probably already knows about it. hh
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Launched in 2017, the film is based on the 1937 novel of the same name by Genzaburo Yoshino. The book tells the story of a 15-year-old boy, "Copernicus Jr.", inspired and guided by his uncle, a university graduate, explores topics such as friendship, wealth, poverty, discrimination, bullying, people and society, and courage, to clarify "the value of what makes us human".
Still hand-painted, this production of What Kind of Life Do You Want to Live is Ghibli's largest production to date, with 60 painters working simultaneously.
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I would like to share an artist who has held the position of background artist in many of Ghibli's works, Kazuo Oka, who is known to be the royal scene painter of Hayao Miyazaki's old grandpa. Since the film hasn't been released yet, I can't find any proof that he was involved in the production of the film What Kind of Life Do You Want to Live? It's said that you can only come up with one minute of film a month so this film is really precious.
Especially in the stage of rapid development of AI drawing now, the existence of old grandpa Hayao Miyazaki and his works seems to be a constant wake-up call for me not to forget the most basic and primitive way of expression. About male deer, Kazuo is a painter I have always liked very much and participated in "Totoro", "magical girl otaku rush", "the fairy tale of the Years", "a thousand and a Thousand Searches" and so on background paintings. Hayao Miyazaki once commented, "His work looks careful and serious, but when you look close, it's rough. He uses only one light stroke, and I think that's what makes his work so marvellous."
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There is a Chinese saying that means that when you see a person's writing, you can learn about that person's character or can imagine their temperament. I think this saying is also very suitable to apply to paintings. hh
I guess the male deer and male must be a very quiet person, carefully observing the subtle changes around here. Perhaps he had very few words, perhaps he loved to laugh. It is as if there is a soul in each of his paintings they are either clear or silent. The paintings are all landscapes, just landscapes without a single distraction. So a pure idea is so clean. I can't find beautiful and touching words to describe his works. It's like taking a sip of sweet tea.
He has a unique way of filtering light, even the white snowy landscape seems like a warm afternoon, and the use of warm colours is also something that fascinates me. What is his understanding of colour?
There has been a constant topic of discussion about whether AI painting can replace the original artist. Every time I think about it, after seeing his work, my answer is no way. Maybe they have similar styles and colour relationships, but the feeling of handwork and painting is not there. A sensible design, a sense of realism in the conception, the colours about your mood. These are things that a machine doesn't have, and a machine is like a baby that needs to be fed and nourished by you. So don't worry too much. Use AI as a tool to increase our productivity, in more intensive hand drawing practice. Produce great work.
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References:
(Longport App). [Online] Available at: https://longportapp.com/en/news/109912123 (Accessed: 23 March 2024).
Quality Culture. (2022年8月27日). [Video]. [Online] Available at: https://www.youtube.com/watch?v=UG6XzB_J3IA (Accessed: 23 March 2024).
Variety. (2022). Studio Ghibli’s Hayao Miyazaki Teases His Final Film, ‘How Do You Live?’. [Online] Available at: https://variety.com/2022/film/news/studio-ghibli-hayao-miyazaki-how-do-you-live-new-film-1235459163/ (Accessed: 23 March 2024).
"The Boy and the Heron". In Wikipedia. [Online] Available at: https://en.wikipedia.org/wiki/The_Boy_and_the_Heron (Accessed: 23 March 2024).
Oscars. (2024.3.11). Best Animated Feature Film | 'The Boy and the Heron' | Oscars 2024 Press Room Speech. [Video]. [Online] Available at: https://www.youtube.com/watch?v=hvAe9rWaSpY (Accessed: 23 March 2024).
Wikipedia contributors. Kazuo Oga. In Wikipedia. [Online] Available at: https://en.wikipedia.org/wiki/Kazuo_Oga (Accessed: 23 March 2024).
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wwwdenise · 2 months
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Max Hay
One of the artists I’m sharing today reminds me of an interview I read in undergrad. The guest of honour in the interview said that most geniuses or talented artists appear around the age of 18-25, such as Michelangelo, Rembrandt, etc. I'm not so sure about his conclusion after all there are some "crazy people" like Van Gogh.hh
But this 19-year-old Canadian artist did show me that he is powerfully creative. Since I couldn't find his CV or he's still in school, I didn't find any of his work in question. But his practice work is still enough to wow me!
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There are several main reasons about why I like his work:
The first is the composition. We know that normal concept art is horizontal panels, but almost all of his images are vertical. I can't help but refine the length of his work in my head, and I think it's good practice for my imagination and sense of storytelling.
The second is his subject matter. With only one placed right in the middle and then a strong beam of light, the visual guide is very well done and looks rich.
Third, is the use of models. I watched a few of his free videos and the models are all from assets. So it's a very quick presentation of the effects. Great way to practice atmospherics for concept art large scenes.
The above three points are what I find most influential about his work.
So I recommend his work in the hope that it will be seen by more people!
Regarding the importance of visual art, I believe that it touches every aspect of every art practitioner, whether it is photography, film and television or traditional painting, as well as gaming. A good visual effect can deepen our understanding of the nature of painting, as well as further expand it in concrete practical projects.
References:
Hay, M.V. Max V Hay's ArtStation profile. [Online] Available at: https://www.artstation.com/max_v_hay (Accessed: 23 March 2024).
Max Hay Art. Max Hay Art YouTube Channel. [Online] Available at: https://www.youtube.com/@maxhayart (Accessed: 23 March 2024).
Mental Checkpoint. How to Draw Anime and Manga Faces - Part 1. [Online] Available at: https://www.youtube.com/watch?v=gPiRUmVFZ1o (Accessed: 23 March 2024).
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wwwdenise · 2 months
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Cyberpunk 2077
I'd have to say the one game that made me think the concept design looked better than the gameplay graphics would have to be Cyberpunk 2077.
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Cyberpunk 2077 is an open-world action-adventure role-playing video game set in an anti-utopian future filled with cyberpunk technology and a deeply fractured society, where the elite rule from the heights of the skyscrapers of the City of Night, as well as a multitude of gangs Those who roam the city streets. A mercenary who lives in the fictional Californian city of Night City, where they deal with the aftermath of a robbery.
I remember that in 2022, the cyberpunk style was very popular in China, and many companies began to produce cyberpunk games. Including some pixel games, "Anno Mutation" and "Wheel of Life and Death" all look great. I really like the contrasting colours and cool neon lights. But what’s most fascinating is cyberpunk’s bipolar worldview.
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Cyberpunk visual elements, neon lights, rainy nights, damp and narrow alleys. High contrast and high saturation flashing billboard. Towering buildings, ruins, androgynous lights, high technology and slums. The dystopian atmosphere and pessimistic colours of neon cityscapes are the simplest visual elements to express the chaos and loss of control of the world.
It follows that cyberpunk works usually construct two different dimensions, one of lightness and weirdness, and one of dilapidated identity, with gloomy, constricted slums where it rains heavily, and post-modern futuristic metropolises where skyscrapers tower over the city.
The concept designer I'm following, James Daly III, is different from the other Cyberpunk 2077 concept designers in that the images I've found of him are in the early sketching stages as if I'm looking at the world as it was first constructed, slowly getting darker and heavier.
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I really like this draft, the absurdity of the design is so real in the context of the story. Whose idea is it that a man who is speaking has his brain replaced?
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James Daly III's drawings have a strong storytelling and associative quality, which not only makes me think of exploring the philosophical meaning behind cyberpunk and what humans really are. Humans began to transform themselves, replacing their original limbs and organs with machines, and the emergence of transformed half-human, half-cyborgs blurred the boundaries between humans and machines, which made us think What is a real human being? The emergence of cyberpunk, it's as if it's magnified the present world 50 times over.
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I really like his early exploratory concept art, and I feel like the fun of concept design is to keep pushing the worldview. Seeing that these architectural styles don't appear in the game makes them feel even more familiar, so maybe cyberpunk has its own revolutionary significance, hh. And I think looking at the initial drafts of the game wallpaper, it's like you can visualise how their styles have evolved, which I think is very meaningful to me in terms of constructing my own concept art.
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Whilst the concept art for James Daly III has not been updated for a while, the game is still being updated. In the world of cyberpunk, we can see a clear multicultural fusion, with many international cities where East meets West. Reflecting its prosperity and congestion, wealth and poverty, this dichotomy of setting and background history reflects its exploration of the laws of aesthetics. Secondly, the futurists, in an era of highly advanced technology and seemingly peaceful and beautiful times, hide the festering of civilisation and the destruction of humanity. "Cyberpunk 2077: Ultimate Edition" will be released on 5 December - experience the full story of V with panoramic ray tracing, ray reconstruction and Reflex. On a side note, I think Cyberpunk: Edgerunners is pretty good too hh!
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References:
CD Projekt Red. Cyberpunk 2077 [Website]. Retrieved from https://www.cyberpunk.net/gb/zh-cn/cyberpunk-2077
ZerowolfZX. (2023, March 20). Cyberpunk 2077 — Next-Gen Update [Video]. YouTube. https://www.youtube.com/watch?v=c1lgKA-AP4I
IGN China. (2022, February 28). Cyberpunk 2077 — Official PlayStation 5 Gameplay [Video]. YouTube. https://www.youtube.com/watch?v=g56D5PZ7_Ew
NVIDIA. (Year, if available). Cyberpunk 2077 Ultimate Edition: DLSS, Reflex & Ray Tracing. Retrieved from https://www.nvidia.cn/geforce/news/cyberpunk-2077-ultimate-edition-dlss-reflex-ray-tracing/
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wwwdenise · 2 months
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Arcane Season 2
Arcane: League of Legends, is an animated web series from the American gaming company Fighter Games, based on the company's video game title League of Legends. Arcane: League of Legends, is an animated web series from the American gaming company Fighter Games, based on the company's video game title League of Legends.
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The first season caught everyone's attention when it aired in 2021, and a teaser for the second season has now aired. Expect us to be able to watch it this winter in November! Season 2 "features Caitlin and Azure", these 2 characters have a close relationship, but Caitlin and Azure have an important enemy: Ugarte. As a result, there's a high probability that they'll be battling Ugarte in Season Two.
The appealing wow factor for me is that the concept design seems to move. It's visually stunning, incorporating a stylised rendering of 2D backgrounds + 3D characters, "triple rendered". The team behind it! Produced by French animation studio Fortiche Prod, Fortiche was founded in 2009 by Jérôme Combe, Pascal Charrue and Arnaud Delord, who have been working ever since to develop Fortiche into one of the top animation studios in the world. Since then, they have been committed to developing Fortiche into one of the world's leading animation studios.
I watched the disciplinary film about their production, from how it all started to the production choices. It made me look forward to more animation for the second instalment, and they talked about how "Because we have a sense of responsibility to the players, it feels like we created these game characters, and then the players responded by giving their time and love to the characters, and we feel like these characters deserve a better story to back them up."
It was only when I saw Jinx's animation bindings that I realised that the animators had designed a special binding for her, which allows her to transform between young and old, and this is the source of the charm of Jinx's micro-expressions in the animation. I learnt in the documentary that the production process started with the design stage, where backgrounds and character props were designed, and that all the backgrounds for Battle of the Two Cities were hand-drawn. The sub-production department is also working on the script, but it's important to work with the director to create something that's not in the script. At the same time, the dubbing work is also going on, recording some temporary audio tracks, and eventually, getting a rough and dynamic split episode with sound effects. I was surprised that there was no motion capture used in the animation process, as the film is not motion captured at all, considering it is "semi-realistic", it's all hand-held.
Understanding the production process of such an excellent animation through the documentary behind it, learning not only the professional aspects of knowledge, but also a need to slowly polish the heart, the first season took 6 years, but the second season will soon be with us. Very much looking forward to it!
I really like the prop design in it, which is Fishbones by designer Arnaud-Loris Baudry. The exaggeration in the design, coupled with the props of the rational conception. And I did not expect the weapon so big hhh. But my favourite is his material drawing, with a thicker-than-the-touch!
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In the trailer clip for Season 2, first there is the sound of ragged breathing and an arm being infused with fluids emerges from the darkness. Then the man with a bandage wrapped around the lower half of his face appears. The fluids continued to be channelled along the pipes on the floor, eventually meeting and fusing within the huge device. The man then glances at the pocket watch in his hand and clutches it tightly in his palm. As the camera zoomed away, he sat alone in the darkness, seemingly planning his next move. And will the huge mysterious figure that appears behind him bring a new nightmare.
References:
Netflix. (2021, September 25). "Arcane Season 2: Release Date & Photos." Tudum. Retrieved from https://www.netflix.com/tudum/articles/arcane-season-2-release-date-photos
IGN. (2023, December 19). "Arcane Season 2 Announced at Netflix: League of Legends." Retrieved from https://www.ign.com/articles/arcane-season-2-announced-at-netflix-league-of-legends
niiicolo. (2021, November 20). "We can't wait for Season 2 of Arcane!!!" Twitter. Retrieved from https://twitter.com/niiicolo/status/1462225669551575042
League of Legends. (2023, November 6). Arcane: Season 2 Official Announcement [Video]. YouTube. https://www.youtube.com/watch?v=Mz4-38d3-AE&t=8s
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wwwdenise · 2 months
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04 - Repairing and Completion
The last stage is mainly about solving the problems encountered inside the blender. And thinking about what to do with my background. I decided to illuminate my character in the form of a flashlight to highlight the darker surroundings and show that the attack was taking place under unknown circumstances.
The general expression of the video:
The game starts by firing a bullet to activate the camera and hopefully opens the shot by shooting the character's standing sign.
The camera then reverses and goes inside the ship. The attacker played light-hearted music in an attempt to imply that the event had a high success rate and was short-lived. Due to unstable signal reception, one man was shot and another escaped. There is physical contact during the chase, which ends with a man being shot and kicked out of the ship to roam the universe.
Reflection:
I felt that in my 30-second video the pacing was not precise enough to make the story clear. I'm wondering if too many elements or colours might feel a bit cluttered. In video expression, the use of camera lenses is also very important.
I chose to do this group work alone because I wanted to try more new things. By watching and learning from video tutorials, I learnt how to build 2D paintings in blender, albeit simply.
This time I also have a deeper understanding of the difficulty of animation drawing. It is really a hard job, and the coherence between each action requires a large number of pictures to show. The establishment of 3D models increases this convenience, which I think is a better aspect. Although the difference between 3D animation and 2D animation is very big, it is still very convenient to use 3D models as an auxiliary in the painting process.
The other party's emphasis on embodying more emotional changes in the piece was, in my opinion, very difficult and demanding in terms of character dynamics and the pace of the story's plot. I chose to use music to allow my story to show the process of tension. Although it may seem a bit odd that there is no sound behind it. But I felt a little more tension when I was watching it myself.
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wwwdenise · 2 months
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03-animation
Now I'm going to try to animate inside blender, I decided to use the crayon tool to start drawing straight away, it's a little bit difficult because it doesn't seem to control each face very well.
About the idea:
Since my concept was a gunfight, I looked up some films on the subject to watch and reference some of the costumes and actions. The two guys in the back wearing helmets have bulletproof helmets and clothes, and I wondered if there were any kind of clothes that were bulletproof and would bounce back. Such a skin might add some killing power or life value inside the game.
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I looked for some case studies that others have done to see that there are two ways to do it. The first is to build a model and then draw on it. Or start straight away. I chose the second to start straight away as the model would take up some of my time.
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Jama Jurabaev is a great artist who used this method a lot and very early on, but unfortunately his videos are too fast and short or need to be paid forhhh. can't believe I liked this set before it was also his work. I love the grandeur of his compositions.
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Blender encountered problems:
I've drawn separate characters on each layer and I'm not sure how to remove the previous one to link them together? It looks messy when played like this. Finally, I asked Neal, and he told me. Thanks a lot.
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The second problem is that I thought the time at the endpoint was the time after rendering. Tried exporting a few times. 300 exported out to only 17 seconds. Finally, I found the answer in the video sequence editor. The render time changes when I adjust its post rate.
I searched for a tutorial on making fire and luckily it was very detailed. I made it.
Real time procedural muzzle flash FXs in Blender 2.92
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Then I had a third problem, the video rendered out black. Because I chose to use line art, I couldn't use too much colour elsewhere or my stuff would be invisible, and I also had to think about what I was going to do with my background.
Video with line drawings:
Played a piece of my favourite music and it felt a little bit ridiculous. Also had a problem that wasn't resolved, the sound always didn't line up with the video, not sure if my computer was stuck.
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wwwdenise · 3 months
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02-Storyboard
Compile my story: a bad guy walks down in a spaceship and tries to take over two other people's spaceships. And there was a fight and a chase inside and eventually, someone got dropped. Falls to the ground and discovers it was only because the kitten was hungry and was adding to his nose. (He discovered through a window in the room where he finally woke up, and was actually still in the stars, and maybe real too.)
Draft storyboard:
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Next I'll be looking for references to characters, spaceships, and weapons.
My persona comes from the film Source Code, and I think the inch-haired killer is pretty cool hhhh. the humanitarianism behind the film is the more interesting element to me, the use of snippets of people still being able to sense and retain their memories eight minutes after they die drives the story forward to unfold the existence of the multiverse. Eleven years ago, this concept was breathtaking. A reality-based world with a touch of light technology.
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Updated storyboards:
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In class today Leo demonstrated some of the operations of ue5 and an idea came to me. Wouldn't it be interesting to start in first-person view? Like this.
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Time Allocation:
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