Tuesday, November 7, 2017
Friday, October 20, 2017
Design Principles Review and Proposal
I am going to improve the lighting done from the lava pit near the bottom, I am going to add textures to the walls, and I am going to add swinging doors on the other side of the hallway, not visible by the camera in the initial shot. My animation will use symmetry, leading lines, and rhythm.
Wednesday, October 18, 2017
Camera Angles, Movements, and Shot Types
Crane Down - Moves the audience into the story or scene
Crane Up - Shows how small the character is in comparison to the obstacle
Crane High to Low Angle - Makes the character look strong or imposing and gives the audience a feeling of authority
Handheld Camera - Shaky rigid movements make the audience feel uneasy or uncomfortable
Quick Pan - Quickly changes the emotional direction, usually by revealing a problem
Push In - Gives a feeling of surprise or shock
Slow Dolly In - Makes us feel uncomfortable and share emotions with the character
Slow Dolly Out - Makes us empathize with the character who looks emotionally lost or abandoned
Dolly Across - Reveals action or a change in emotional direction
Glidecam Camera - Makes the scene look epic or dreamlike
Glidecam 360 Reveal - The character looks to be surveying the area, gives audience a sense that something is going to happen
Zolly (Dolly + Zoom) - Gives audience a feeling of overwhelming emotion
Crane Up - Shows how small the character is in comparison to the obstacle
Crane High to Low Angle - Makes the character look strong or imposing and gives the audience a feeling of authority
Handheld Camera - Shaky rigid movements make the audience feel uneasy or uncomfortable
Quick Pan - Quickly changes the emotional direction, usually by revealing a problem
Push In - Gives a feeling of surprise or shock
Slow Dolly In - Makes us feel uncomfortable and share emotions with the character
Slow Dolly Out - Makes us empathize with the character who looks emotionally lost or abandoned
Dolly Across - Reveals action or a change in emotional direction
Glidecam Camera - Makes the scene look epic or dreamlike
Glidecam 360 Reveal - The character looks to be surveying the area, gives audience a sense that something is going to happen
Zolly (Dolly + Zoom) - Gives audience a feeling of overwhelming emotion
Tuesday, October 17, 2017
Thursday, October 12, 2017
Sunday, September 17, 2017
Thursday, September 7, 2017
Thursday, August 31, 2017
Monday, May 8, 2017
Low Poly Character
It was hard to bend his legs, get the lighting just right, and get the rid of the caustics but in the end I think I got them just right.
Tuesday, February 28, 2017
Lighting and Histograms
Light and Shadow: Lights and shadows help build contrast in the piece to help define the main focus. Without a clearly defined subject, the piece can look undirected, boring, or just bad.
Tonal Range: The range of how light and how dark a piece is. Too much range will make a piece look unrealistic or even straight up bad.
·Three Point Lighting: The three point lighting system consists of lighting your subject with a key light, which is a very bright light placed 45 degrees from the camera, a fill light, which is a less powerful light placed 90 degrees opposite the key light, and a rim light, which is a very low powered light placed directly behind the subject.
·Implied Lighting: Using lights and subjects off camera to cast shadows that fall onto the scene to help develop a piece or the story of the piece in a way not constrained by the bounds of it.
·Back Lighting: A light is placed behind the subject to create a soft and diffused look for the piece to help develop a soft or intimate feel for it.
·Silhouette Lighting: A strong light is placed behind the subject to show just the outline. Can be used to create a hard or menacing atmosphere in the piece.
·Non-Key Lighting: Makes it less obvious where the light source is by using a bouncing light. Can make a piece look more interesting or soft.
A histogram consists of three main areas, shadows, midtones, and highlights, by displaying how much of your picture uses which parts of the tonal range. The higher a graph is towards the left, the more shadows are present in the image. The higher a graph is on the right, the more light it has. If it's high in the middle, the image has mostly midtones. An image usually has one or two spikes in two different areas, and usually a good image won't have them be too extreme.
http://www.techradar.com/how-to/photography-video-capture/cameras/how-to-read-a-histogram-what-you-can-learn-from-your-camera-s-exposure-graph-1320933
Thursday, February 23, 2017
Hard Surface Modeling Project
This project took a bit to complete due to all the small details I included on it and the color choice was deceptively hard to get right due to everything blending together and the sword not standing out enough. Overall, I think it went well and the sword looked good in the end.
Thursday, January 12, 2017
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