Showing posts with label pre-viz. Show all posts
Showing posts with label pre-viz. Show all posts

Friday, 3 May 2013

Monday, 18 March 2013

Presentation Animatic


The final, mostly-timed animatic, complete with sound. The sound is not the final music that will be used in the animation, this is simply a placeholder to show my intentions for the soundscape.

Monday, 4 February 2013

Step Three: Ragequit

After four-odd weeks of fighting with the perspective of Carcere XIV, I decided 'stuff it' and moved onto the far more perspectivally legible Carcere III. Proportions of things aren't spot-on (especially not that bridge on the rigt of the shot), but  I actually understand what;s going on, which is an improvement. The main part of the scene is fully pre-vized, just need to figure out the back of the scene, figure out and then fix the measurements, finish the background of the scene and work out the camera and then I'll be ready to go into production.



Friday, 1 February 2013

Attempting to Comprehend the Carcere. Send Help.

More work on the pre-viz, with a bit of improvising for the background forms. Still nowhere near finished.

Where does that pillar/wall/thing with poles sticking out go? Further back, where it meets the bar coming off the far wall but doesn't pass the bottom of the shot like it does in the original?

Is it closer to the camera?

But then what about the far wall? The strut coming out of the side connects to the two struts coming out from the pillar nearest camera! The far wall can't come forward or it disconnects from the central pavilion thing.

Does it descend lower than the camera to give the illusion of being closer? Where the hell is the floor, anyway? And how does this camera work?

I am beginning to understand why Piranesi could never get a job in architecture.

Wednesday, 16 January 2013

Carcere XIV - Not Quite Pre-Viz

In an attempt to understand the architecture, I've started on a low-res 3D sketch of the scene, and come to the conclusion that Piranesi may not have been entirely in control of his perspective. As such, there will be parts where I simply decide 'stuff it', and follow my gut/what looks good.





Thursday, 1 March 2012

Final Pre-Viz



I don't know what's happened with the size, or the fact that apparently some parts of the animation refuse to acknowledge that I converted them to splines.