
Monday, 27 April 2009
Exam Research Voodoo designs in short animation
http://www.youtube.com/watch?v=i6ejPG-i03I
This animation has a very dark and dank feel to it. This is due to there being very little lighting and dull colours as well as the characters looking dirty. As my target audience is young children my animation will contrast this one as i am planning to use brighter colours on my characters and will make sure that they are well lit when animating them.
The voodoo doll's in this animation have a human shape to them and they move like human beings. This is shown when the main voodoo doll runs and when they are breathing. These traits make them more anthropermorhic. Another way the designer/animator has made the voodoo dolls more anthropermorphic is by making them show sacrifice and caring which appeals to the audience and allows the viewer to associate and sympothise with the character. This is all a bit too serious for my target audience so i will have to give my character traits that appeal to younger children.
http://www.youtube.com/watch?v=PEQlYSMtkg0
http://www.youtube.com/watch?v=MR7evv2BgEg&NR=1
http://www.youtube.com/watch?v=sXbFpvo1QkI&feature=related
These characters are a lot more appealing than the other animation as they have brighter colors on them and they have brighter and bigger eyes. They have put less detail in the texturing and the designs are a lot more smooth and clumpy. They show the emotions of the characters through the morphing of the button eyes. The environment they are set on is a lot brighter than the other animation and this also appeals to children as it is more asthetically appealing.
This animation has a very dark and dank feel to it. This is due to there being very little lighting and dull colours as well as the characters looking dirty. As my target audience is young children my animation will contrast this one as i am planning to use brighter colours on my characters and will make sure that they are well lit when animating them.
The voodoo doll's in this animation have a human shape to them and they move like human beings. This is shown when the main voodoo doll runs and when they are breathing. These traits make them more anthropermorhic. Another way the designer/animator has made the voodoo dolls more anthropermorphic is by making them show sacrifice and caring which appeals to the audience and allows the viewer to associate and sympothise with the character. This is all a bit too serious for my target audience so i will have to give my character traits that appeal to younger children.
http://www.youtube.com/watch?v=PEQlYSMtkg0
http://www.youtube.com/watch?v=MR7evv2BgEg&NR=1
http://www.youtube.com/watch?v=sXbFpvo1QkI&feature=related
These characters are a lot more appealing than the other animation as they have brighter colors on them and they have brighter and bigger eyes. They have put less detail in the texturing and the designs are a lot more smooth and clumpy. They show the emotions of the characters through the morphing of the button eyes. The environment they are set on is a lot brighter than the other animation and this also appeals to children as it is more asthetically appealing.
Exam Research Game Development Video research
http://video.google.com/videoplay?docid=8812843433125806972
When developing 'Myst 3' the designers used a technique which took something from life and tweaked it to make it a little more abnormal. An example of this is the inside out upside down tree used as an island. To create this the designer had to model it first using traditional media to sculpt what they wanted to create so that they could experiment with texture and shape. I am planning to do use this technique to create my character. The designers used 3D studio max to do early tests of their designs in 3d on the computer. They used low poly structures at first but then used a subdivision tool to smooth the surfaces. This increases the amount of polygons on the structure and as i am only creating a low poly model i will not be able to use a subdivision tool.
The 'Myst 3' texturisers got their texture ideas by taking photos of things that had a similar texture to what they wanted. When creating my voodoo doll i should think about the textures i will use on my model and take photographs of things with a similar texture.
The 3d modellers for 'Myst 3' created their models by making the 3d mesh first and then incorporating a skeleton into it. I will be using this technique when building my model using Carrara 6. However, the 'Myst 3' modellers used plug-ins to give their creatures fur, i will not be using this technique as my character will be a low poly model and most of the textures will be put on using texture maps.
http://www.youtube.com/watch?v=ObWi73Nenn4
The concepts of fable 2 are imbued with atmosphere.
Concept stage is best stage to develop the idea of the charcter i.e give them a personality and features.
'Don't let technology stand in the way of Art'
The 'Fable 2' developers follow a design pipeline that allows the srtists to design the characters and then give them to the animators who can create them in 3d and make them move using a high resolution mesh.
When developing 'Myst 3' the designers used a technique which took something from life and tweaked it to make it a little more abnormal. An example of this is the inside out upside down tree used as an island. To create this the designer had to model it first using traditional media to sculpt what they wanted to create so that they could experiment with texture and shape. I am planning to do use this technique to create my character. The designers used 3D studio max to do early tests of their designs in 3d on the computer. They used low poly structures at first but then used a subdivision tool to smooth the surfaces. This increases the amount of polygons on the structure and as i am only creating a low poly model i will not be able to use a subdivision tool.
The 'Myst 3' texturisers got their texture ideas by taking photos of things that had a similar texture to what they wanted. When creating my voodoo doll i should think about the textures i will use on my model and take photographs of things with a similar texture.
The 3d modellers for 'Myst 3' created their models by making the 3d mesh first and then incorporating a skeleton into it. I will be using this technique when building my model using Carrara 6. However, the 'Myst 3' modellers used plug-ins to give their creatures fur, i will not be using this technique as my character will be a low poly model and most of the textures will be put on using texture maps.
http://www.youtube.com/watch?v=ObWi73Nenn4
The concepts of fable 2 are imbued with atmosphere.
Concept stage is best stage to develop the idea of the charcter i.e give them a personality and features.
'Don't let technology stand in the way of Art'
The 'Fable 2' developers follow a design pipeline that allows the srtists to design the characters and then give them to the animators who can create them in 3d and make them move using a high resolution mesh.
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