Friday, 30 November 2007

Jukebox Modelling


For the jukebox i used this image as reference.





And after hours i had this made! I never realised the jukebox would be so hard to do so I think I won't have enough time (or energy) to do much detail.



And here is the final design after hours and hours and HOURS!!!

I'm happy with it but not too happy. It could of been a lot better but it was just taking far too long so I had to leave out small details like metal parts around the jukebox.



Here is it in scene. Basic Render.




This is wood put up on the jukebox and modelling the inside would have taken too long. I also had no reference of what it looked inside, so this was the best option. Simple low poly nails were put in too for realism.

WEEK 6 - Modelling

Im now modelling! And i'm starting with the diner booth.

To start with I kept the proxy version of the booth in the scene to use as guidelines for height and width of the booth.





These pictures are of the booth i made. It was a good start and doesn't look bad but it doesn't really stand out. So instead I made the one below.



I made this version a lot more round on the edges and put a simple design on the seat to look more liek the style of a 50s booth, but in my own style rather than copied. I also put some rough colours on just to test.



Here is the booth and the double booth in the scene.



And here are the final models.

Referencing and Proxy Referencing

In order for us all to work on our own seperate parts and to have them all in the same scene without exporting/importing them in and wasting time, I learnt how to do referencing.

The parts I am modelling are most of the furniture objects. This includes Booths, tables and chairs. Referencing this means instead of creating one object like a booth and importing it later then creating a table and importing that, I could just create a reference of where the objects WILL be WHEN they are made. So when they are completed I can move the files in and it will automatically be in the scene.

The only problem with this is that there needs to be something there so that Daryl can start animating whilst me and harrison are modelling. This is where Proxy referencing comes in.

Proxy referencing is like linking a reference to another set of files, which you can easily switch between. In this case, I made 'proxy' versions of my furniture which is basically blockout furniture. I can then concentrate on creating the proper models to put in whilst Daryl can animate. When the files are done, I put them in the folder and just switch the reference from proxy to proper!


Blockout-like furniture

Friday, 2 November 2007

Paris Texas - Research from Film




These are some examples of a road and sign posts in a desert environment. This can be very good reference to use when creating our environment, for a road outside our diner.





These shots are some good examples of a rundown building, also similar to a diner, but in a much different style to our own. Other than style though this can still be very helpful in getting the aesthetic of the building right. For example, the bits of barbwire fencing outside and a barrel making it look very old, and the general dirty look to everything.

The lighting used inside is also very good reference to use, as our lighting will probably be very similar to this, but to fit in to our storyline. For example, we probably won't have blinds, but horrible blowing curtains. And in other areas parts will be boarded up. Will shall probably have more light than this, be it will still be quite dark and murky nevertheless.








These are some nice shots of rock formations in a desert in Texas. This is some good reference for the background scenery we will be needing for our environment.

Production Schedule



Production Schedule for project created in Microsoft project.

Thursday, 1 November 2007

WEEK 5



This picture which I found on google I thought would be perfect to base our diner on. It seems just the right size for our diner, and enough space for our character to move around in and interact in.




This is a product dimension sheet of a 50s diner booth. I used this as a base for creating a blueprint of our diner, also based heavily on the photo above. I decided to cut out the worktop to the north of the diner as it didn't seem necessary for what we needed. Instead though, I placed a jukebox in that space, which we felt is VERY important for a 50s diner.




Rough blueprint created to scale in Photoshop.


These are some pictures from a website of 50s style diner furniture. I think this is great reference material to use when creating the environment.



These two screenshots show a rough 3D layout of the inside of the diner (part being used). I followed the dimensions of the blueprint and also scaled it round our character model which we found online. The reason for this is so that Daryl can start animating the scenes whilst me and Harrison create the models, texturing etc to place in the environment later.. basically to structure our time better.



These two screenshots show a rough 3D layout of the outsdie of the diner. Again, just for a base for Daryl to work on.

WEEK 4 - Specific Research



These are some pictures of 50s diners. I like these, mainly for the shape and 'futuristic' design of the buildings. The first is kool because of how tinny it looks, kind of like a toy building. The colours are quite funky too. The second is also quite good, perhaps not as good as the first but the massive signpost is quite cool.



Again I like the title of the diner on the sign going through the building, but the rest of the building looks really boring. This may be good t oduplicate in 3D though for an authentic rundown diner in the middle of nowhere.


This is evidence of a COMPLETELY DESTROYED diner. We probably wouldn't want to have a diner THIS bad, but i thought it was interesting how the sign is intact.




This diner I htink is brilliant. It's really cool looking and quite simple. Inside, though cramped for a character to go through, has a lot to work with. lots of seats, stools, tables etc. I think we will probably copy a lot of things from this picture, like curtains/windows, and the general look and possible layout.




This is a finished animatic of our story from Daryl's drawn storyboard.

Basics of what happens...

The character has arrived at the diner and is looking at his make to make sure he has found the finest gherkin diner in the world. He looks away from his map towards the diner, walks up and enters it. He is shocked to see the inside of the diner is completely run down, unlike the near perfect outside.
The character then starts to take pictures of the building in reference of the once established famous Gherkin diner. He travels round the room taking picture after picture until he finds a remaining Gherkin. He grabs the Gherkin jar and the story ends.