Week 2 Blog
The second week was a step forward in the development phase for our planning. Now that we got the chance to meet the creator of the project and find out what he wants to see in this animatic, it has given us the direction we need to refining our original pitch and get across the ideal visuals.
With that said though I am still a little nervous about how to approach the pitch for next week. While I did get positive reception for my initial pitch, I still can't help but feel like it was a little under cooked and it's just something that's not my specialty. A feeling that continued when I got started with the 3D concept modelling as modelling a ship from scratch is not the easiest task. Having gone through my research I've decided to try making a few varied designs that we could focus on based on different aesthetics.
So far I've made 3 different designs we could hone in on, one inspired by traditional battleships (In particular looked at Space Battleship Yamato's designs), the second one going for a more boxy design (This one I might build upon as thinking about the scene I want the ship to be a big looming figure and this kind of shape seemed appropriate), and the third one being a more rounded shape, similar to something like a zeppelin. I'm also considering doing some concept ideas for the Munin logo that can be placed on the side of the ship in a design similar to WW2 planes. I will have to do some research on logo fonts and images based off of the origins of the term Munin.
Thursday's class was certainly a substance filled one with the Nuke program being the main focus this time. Having looked at a few tutorials beforehand it didn't look too intimidating with it's focus on visual node structures and straight forward button setups. It's certainly a powerful tool and messing around with the robot chase footage was neat, it's just a shame that we can't use it properly at home due to the commercial/non-commercial incompatibility.
Now that the project is kicking off I've got to get back into the productive mood and make sure to get some progress done each day. The required amount of hours to do a week seemed rather large and I have a feeling I'm not going to make that number in the early stages. Once the heavy stuff comes in no doubt more hours will come in but at this point I suspect it will be gradual. I am a bit anxious about how to approach the next pitch now that i have to narrow it down to a specific visual design, but hopefully with discussion with my teammates I can get the right direction for it.
With that said though I am still a little nervous about how to approach the pitch for next week. While I did get positive reception for my initial pitch, I still can't help but feel like it was a little under cooked and it's just something that's not my specialty. A feeling that continued when I got started with the 3D concept modelling as modelling a ship from scratch is not the easiest task. Having gone through my research I've decided to try making a few varied designs that we could focus on based on different aesthetics.
So far I've made 3 different designs we could hone in on, one inspired by traditional battleships (In particular looked at Space Battleship Yamato's designs), the second one going for a more boxy design (This one I might build upon as thinking about the scene I want the ship to be a big looming figure and this kind of shape seemed appropriate), and the third one being a more rounded shape, similar to something like a zeppelin. I'm also considering doing some concept ideas for the Munin logo that can be placed on the side of the ship in a design similar to WW2 planes. I will have to do some research on logo fonts and images based off of the origins of the term Munin.
Thursday's class was certainly a substance filled one with the Nuke program being the main focus this time. Having looked at a few tutorials beforehand it didn't look too intimidating with it's focus on visual node structures and straight forward button setups. It's certainly a powerful tool and messing around with the robot chase footage was neat, it's just a shame that we can't use it properly at home due to the commercial/non-commercial incompatibility.
Now that the project is kicking off I've got to get back into the productive mood and make sure to get some progress done each day. The required amount of hours to do a week seemed rather large and I have a feeling I'm not going to make that number in the early stages. Once the heavy stuff comes in no doubt more hours will come in but at this point I suspect it will be gradual. I am a bit anxious about how to approach the next pitch now that i have to narrow it down to a specific visual design, but hopefully with discussion with my teammates I can get the right direction for it.
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