Wednesday, March 2, 2016

Group: Dream Queen Death Machine
Members: Ara K., Mae D., Sabrina Y., Tomas H., Taylor M., Will T., Youjin K.
Log line: In dream, you face anxieties; before you wake, you find yourself in a better place.




Will

I’ve been modeling the Mineshaft as well as working on the color script for the field.
My laptop broke on monday but the files should be recoverable. I am supposed to be working rigging also but I haven’t had access to maya 2015. With the time I have had without my laptop  I’ve been working on additional concept art for the field, and considering new assets and how they will fit into the schedule.

Taylor
For the past week, I’ve been working on surfaces for all of the cave formations (rock, wall, and cavern formations).  I have been focusing on making each formation unique, but cohesive.  I have also been testing different specularities on the surfaces  (so as to simulate moisture in the cave).  I have also surfaced all of the bedroom props that have been modeled (the alarm clock, desk, lamp, and the fan).  I have started surfacing some of the cave vegetation.
Ara
Ara King
Goal object:
The concept art for the goal object at the end of the Virtual Reality experience was originally planned to be a tree. The tree imagery was supposed to draw an association to the tree of knowledge, but as the idea developed, we wanted to make the goal object a more general symbol. The final design for the goal is a tree like formation erupting from a lotus with a snake wrapping around the top. This combination invokes the imagery of the tree of knowledge from Abrahamic religions, the world tree from Nordic mythology, the lotus, from Vedic religions, and the Ouroboros. This amalgam of visual associations is intended to make the goal object represent transcendental experiences and spiritual ideals like enlightenment, rebirth, and harmony. These ideas make the goal object something that desirable on a spiritual level, but also unattainable in life.

Colorscript:
The colorscripts were developed to convey the different moods we wanted to take the layer through. The room starts out looking fairly neutral, but somewhat inviting. The following shaft and cave areas grow increasingly dark and foreboding, but the final cave are lets out into a more saturated and dreamy field. The colorscripts currently provide a good idea of how we want to use color and lighting to convey mood to the player, but development on those aspects is still ongoing.
Sabrina

2.22 Modeled the shadow figure of a concept reference for about a week, about three different files for it
2.27 Started playing around with surfacing
2.29 Finished the shadow figure, added some draft surfaces to see what they will look like with surface

2.29 Started the objective trunk

Mae
2/22 Started the ground life (blob-like) model based off of concept art by Ara
2/27 Talked to You Jin about added vertical wrinkles to model
2/29 Downloaded and started becoming familiar with Surface Painter
3/2 Started model of tree based on concept

Youjin
(2/15~2/18)
Mushroom
Concept- guidance the path that character walks through the story. Assets that will show many times inside of environment.
Disk mushroom
(2/15)
-growing on the cave wall. Light glowing-very important to dark place of cave. At first, even it is disk mushroom, it shouldnt have clean edge around it. Even these assets have important role to guide the character, some kind of twisted features are needed. Badly squashed- scaled down so disk mushroom Ball mushroom
(2/16~2/18)
-growing on the ground. Addition of tentacles and wrinkled stem to the ball mushroom. Features are like these are easy to catch attention
Flying worm(~2/21)
Concept-theme of free, initial intent was flying creature but then thin layer of worm would give mysterious impression to main character and view. Putting neon color Previous drawings are easy shape and yet are structured for flying because of themes. Some concepts are complicated shapes while others have simple ones based on sub concepts. 
3/2/2015
Continued from the flying creature (2/21~24)
-Modeling is started from cube and it is stretched out to be more like from concept art I made for. Extrude is key point here to make arms like shape for creatures; those arms will be shell armor for the creature. From the concept art, the creature has wider arms than the model one but the wide of arms does not matter for the model hugely so I left the way it is for now.
Field Vegetation 01 (2/28~2/29)
-Named it as four tentacles for temporary. The concept art is from Ara from our group. This is made by same techniques like other models but a bit challenge because of how those tentacles are wrangled differently. For vary kinds, I could do move leaves (tentacles) many ways to give distinguish shapes for them. If there are other options available for this model, it will be used for making many different kinds.
Field Vegetation 02 (2/29~3/1)\
-Named it as tall vegi for temporary. Another concept art from Ara. There is no complicated modeling method for this model while it still needs another layer on its body to have transparent skin for final model. The themes are similar to mushrooms and yet different since this field vegetation need to be harmony with the scene As Model leading.
Mae -I asked and gave suggestions for Mae made for round jellyfish type to have wrinkle in vertical ways. Just round shape is fine but I wanted the jellyfish model to have closer to the concept art if it is possible.
Sabrina- I made suggestion over shadow figure to have white eyes. Based on the concept art to our group, the shadow figure has eyes that give creepy looks. Other than the eyes, the model is very close to concept art and group love how the model turned out.

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