Elements of a storyboard – Star wars Return of the Jedi (ROTJ)

In Star Wars Return of the Jedi (ROTJ), George Lucas follows in the concept of the ‘Heroes adventure’.

Concepts like this are easily applied to storyboards to make them seem more appealing to a reader’s perspective making it easy to follow the story and also make it visually easier obviously because it’s a storyboard.

The main concept of star wars ROTJ goes as follows:

Setting,

The starting minutes of the movie shows an introduction into the ongoing conflict between the rebels and empire on the planet Hoth. Luke is on patrol checking the outer perimeter, until he is all of a sudden stranded in the snowy wilderness.

Characters,

With Luke Skywalker being the main protagonist on the film, he seems to be introduced as yet again a normal soldier.

Han Solo, Chewbacca & princess Leia continue with their efforts but create a story of their own emotionally which develops later in the story timeline.

Plot,

Luke Skywalker is battling a new enemy alongside his main rival Darth Vader to save his friends and gain triumph over the Empire.

Han solo and Princess Leia show hints of Love for each other and furthermore, team up with other branches of the Rebel Alliance to finally seek an end to the emperor and the Dark Side of the force.

 

Advertisements

Alphas, colour & normal – Substance Painter

When I open up substance painter, I get all my default assets such as: Brushes, Alphas, grunge, procedurals etc..

But what if I want something more, something accustomed towards that object?

Take the grandfather clock for example…

Clock_Face

Not much of a clock without the layout of a clock on the front, right?

Well it was possible thanks to the power of Photoshop. Now when I consider the advantages of Substance painter, it takes out the tedious task of having to re-update texture maps and then re importing them over and over again. I can now make brushes with Photoshop that I can import into Substance Painter making the whole process so much easier.

How to import textures into substance painter:

‘Open Substance Painter’

  1. Select the Import resources button in your shelf.    Import
  2. In the pop up box, click ‘Add resources’   .Import_Button
  3. Select you files which you want to import.
  4. Apply your textures to a specific category

Final_Gather

and finally import.

The textures you have imported should then be in your shelf under project.

Shelf_Proj_Import

Drawing In dimensions – Google Sketch-up

Today’s blog is introducing us into the world of both art & 3D modeling/design…

3D Sketch_up

Google sketch up is a 3D modeling software that can be used like any other similar acting software yet is holds specific characteristics which make it more artistically related. Firstly, I imported a Mansion model of which I could place into a 3D environment and render out different angles with real-time views.

After placing my camera where I wanted it to be, I then changed the style (Filter) of my camera from a simple mesh like look to maybe a pencil sketch filter, shadow added filter

… let me show you.

This slideshow requires JavaScript.

Watercolour filter

Mansion_Orbit

Besides the pretty filters, Google Sketch-up can be a very important tool for digital concepts. If I was to export this and move it over to Photoshop, I would then apply another layer and draw over the image making it easier to create scenes in addition to this there would be no need to re-create an entirely new scene as I can render a new perspective from within Google Sketch-up.

I have placed some current sketches below to show how easy it can be to sketch up an entire scene…

This slideshow requires JavaScript.

Rule of thirds

Now the reason I have placed a rule of three in the composition is because I am currently learning about how to create the way a story is told from within an image. How to make the audiences eyes move to where you want them to move, for example…

This slideshow requires JavaScript.

 

In this example, I’m trying to show how the photos composition in the rule of thirds view explains how the eye can be lead from one point of interest to the other. The helicopter on the left is swooping throughout the image with vibrant colours the eyes should follow the direction towards the next point of interest which would obviously be the ship.

A touch of colour – Substance painter

 

After previous tries on substance painter at home, I finally got a proper intro for hoqw to find my way through the app…

Starting with the default character that Substance painter has placed in I got to grips with assets such as masks, brushes & rendering in PBR ‘Physically based rendering’. As the class were going through the steps, I thought I would Launch a model of my own and see what it would look like in the rendering mode

‘clicks F10’…

s you can see, the PBR takes into account the different maps that has been applied as shown below…

This slideshow requires JavaScript.

Substance painter is a great way of easing the texturing section of the modelling pipeline, and by substance keeping all technical peripherals such as ‘Roughness, specular, metal, normal & height’ there is no need to rely on external applications such as Photoshop unless its to alter a brush and make it a .png file format, this is something I had done on the same day with a clock face texture which I am thinking about applying to this model.

Clock – Man

ClockMan

 

Establishing shot

EXT-Wide-establishing-high-angle
Establishing shot ‘Wild west landscape’

 

 

Establishing a shot such as this landscape concept drawing of the wild western landscape where a horse drawn carriage is moving towards a mysterious building…

This drawing is fully representational of the western landscape, and is a simple introduction into where the story is and what time this story is taking place.

Screen-Shot-2016-09-28-at-23_10_37

This image of the first season of the HBO series ‘West world’ is introduced with the old western town that strongly influences the viewer to know where the story is at what time. Atmospherics and capacity of the scene is ballaced but also a force on the viewers eyes.

The bottom of the shot shows two characters on the bottom right corner, but the camera slightly pans upwards towards the background being the establishing shot.

All boxed up

Working under restrictions can sometimes call for planning, compromise and creativity…

I have been set on a task to create a 3D model as a practice project leading up to the world skills event; a treasure chest is my first and by the time you are reading this I am still making progress with this model, just need to start texturing.with the Uv maps and hopefully learn more about PBR texturing.

The use of spikes and a large set of horns gives a hint of character to this model, but the horns could also be vines or tentacles which consequently can lead to confusion upon the eyes of a player, modeler or mere inspector.

CHEST
To create the horns, I had a chance to try a new tool which I had looked into. The NURBS curve tool, this tool allows me to draw out a more accurate line for my polygons to follow through elevation. Additionally, these lines allow me to be more interesting with the wackiness of my poly’s…

This slideshow requires JavaScript.

moving on to the Texturing in Photoshop… after an hour of unfolding the entire model including the external assets. I learned these new skills/tools;

  • Automatic unfold
  • Sew/Cut UVS
  • Layout
  • Snapshot UVS
  • Unfold
  • Smooth Unfold

After I finished the UV editing, I found that with the new tools and skills I developed during that time and that UV unwrapping doesn’t take the duration that people take it for. It mostly consists of a lot of prior planning and is easier to do when there are external assets which leaves out the worry of having to cut out odd seams where you can alternatively have more straight forward UV layouts.

 

2D Solo game Week 1

Further venturing through the paths of game design and coding my way through the basics of my top down stealth game.

I start by creating my assets first, such as a protagonist ‘main character’, walls, enemy, a backdrop for my game, all I need now is a goal and I can reach further development. I create my assets all on Adobe Photoshop. By using the brush tool and tampering with the brush settings, I can give out better fake lights on the assets giving out a 3 Dimensional look without altering the lighting of the scene nor the renderer.

BRUSH SETTINGS
Brush settings tool

This slideshow requires JavaScript.

Beginning my development on Unity, I made the mistake by selecting the game to be a 3D game, I had to therefore change the camera to ‘orthographic’ so of can therefore render the sprite images all together.

To conclude this blog I have also considered having a feature where the player must collect a specific object to therefore pass except the first stage which the player should be able to get to grips with the controls and the environment around him/her.

Projectiles_CODE

This piece of code is for a projectiles script which in simpler terms means ‘When shooting each bullet has two seconds until it is dead’, sounds odd… Bullets don’t die, but it does cease to exist after leaving the screen from source  within two seconds.