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Wide Shoulders

The monster (zombie) characters body


will be extremely skinny around the
stomach and waist so much that it only
shows the spine and the hip bones, no
skin.

Showing a lot of skin.


Skinny waist.

The use of tone and shading to create


depth, shadow and makes the monster
seem more mysterious
Scratches and scars create a
sense of danger within the
character. It gives the
character a backstory
without telling the audience.

Reference
Warm Bodies

Pocahontas run cycle


used for representation of
zombie run

Black shadows around


the eyes to show that the
eyes are dead/ dying

Bite
marks
show
violence
and
possible
infection

Skin decay is useful to give that added


detail. It adds to the representation of
the living dead (zombie). Giving the
audience that instant feel of danger
and horror.
Green/yellow and brown colours to
representation sickness. Gives the
audience the sense of an uneasy
nature either within the colour, his
thoughts or his surroundings.
Detail around the mouth
showing behind the skin and
the skin rotting away

Very pale colours to show the light


(life) slipping out of the character,
representing the monster dying.

Browns, creams, blacks, greys and whites


will be used for the monsters rawer areas
and skin to show dirt, rot, decay and
general abnormality for the characters
well-being.

Big clunky brown


boots
Green shades and tones to be used for the costume.

Basic cargo green pants for the


monsters bottom half

The simplicity of the


shadow gives the
audience the chance to
create their own
interpretation of the
shadows, adding to the
mystery
The immediate feel of these shadow drawings are
that they are scary. The use of strong, bold lines but
also the use of the fluidity and loses ness of the
silhouettes themselves offers a scary and captive
nature

The fact that the shadows arent completely pitch


black and you can see through them slightly adds to
the characteristic of it being a shadow.

The shadows stick to the ground


which help show the audience where
in perspective they are.

Reference The Princess and the Frog (Shadow Demons)

The way in which the shadow gets


smaller and thinner towards the base
shows how far away the person or
thing is who is creating the shadows

Industrial Colours
Used to show temperature within the
atmosphere and surroundings.
Whites, blacks, greys, creams, stone and
pale blues, these are the colours situated
within the industrial colour schemes. They
are mainly used in environments i.e.
landscapes and buildings. Mainly within
horror genres to create danger and
darkness.

Medieval/Victorian colours
Steampunk colours
Steampunk is a collaboration of brass
chunky metals so orangey/brown colours
are useful to create the feel of metal. A pale
green esc colour will be used for the gears.

Abstract colours like the ones above and


right i.e. reds, purples, blues, golds and
browns are used to create quite royal but
raw materials. Blue is used for royalty
and the rest help create that rugged and
tough design that is displayed within
medieval work.

- Steampunk/Medieval

Scratchy, rough
textures

Post- Apocalyptic

Medieval Basic
materials and textures
used. No bright
colours, but a lot of
tones and shading.

The style of using


chunky metals within
steampunk structures for
buildings offers a feel of
the future. The idea of
steampunk is to show all
of the cogs or different
metals coming together
in a neat and tidy way.
The actual designs and
layouts of the materials The design of the gates
are very appealing for an show all of the cogs and
metals fused together
audience to view.

Steampunk information to
understand the mechanics and feel
of the style and design so that it
can be captured professionally
within our building designs and
assets.

The pocket watch is a


major asset within this
project. It controls and
obtains the motivation of
the main monster
character. It drives his
feelings of love for the girl
that he is trying to find
throughout the short
animation. This design is
very fitting for the
steampunk feel that has
been chosen. It shows all
of the working cogs within
the watch.

The simplicity of these lights is


what gives them their steampunk
esc style and design.

Medieval torches and


candle holders. Used
as the only source of
light

Iron Torch and lantern


(Medieval)
- Iron (Raw Metal)

Steampunk lights use basic


chunky metals.

Wooden candlestick holder (Medieval)~


- Wood (Raw material)

A combination of both steampunk and medieval will be used as that is our desired
look and feel. This will add a rawer more rugged appeal.

This is the initial


storyboard that I
created alongside
Scott. This storyboard
was taken and
developed from the
original presentation
that I gave.

This is a piece of
concept art that I
created as collage for
the gate scenes of the
film. I created this
using lots of different
texture images I found
on the internet.
I created this concept
art on Photoshop using
lots of different layers
and masks.

This is the second piece


of concept art I
created. This was
designed to show the
look and feel of the
film. Creating the hand
greyscale was to show
the sort of colour
palette we were looking
to use. By colouring the
bite and the pocket
watch this was to show
the importance of
these two objects.
I created this concept
art on Photoshop using
the image in the
bottom right for
reference.

Img.1

Img.3

These are some of the backgrounds that I finalised and made greyscale in
Photoshop once Stef had created them. The smaller images show the
original background design and the three bigger images show the final
backgrounds that I created.

Img.2

The idea to use greyscale was a group decision when were looking at our initial
research and discussing what overall look we wanted for the film. We took reference
from the film Sin City and went for a look and feel similar to that of the film, using
greyscale and monochrome throughout. Img.1 shows the background of the floor
for one shot in the film. Img.2 shows the background of a floor and wall. Img.3
shows a grainy wall texture

These are the first four


backgrounds I created from
scratch. I created all of my
backgrounds on Photoshop, using
Chagos animatic and the shots he
used for reference. Img.4 is a
background displaying Spinnaker
Tower from below. Everything
again is done in greyscale as this
was our chosen colour palette.
Img.5 shows a very basic
background of a wall. Img.6 and
Img.7 are the same background of
the laboratory door and windows
just one is more zoomed in than
the other.

Img.4

Img.6

Img.5

Img.7

These are the final four backgrounds that I


created for the project. Again continuing with
the colour palette of greyscale I created
backgrounds that displayed the inside of the
laboratory.
Img.8 shows the initial shot inside the
laboratory, displaying some scientific props and
a window at the back.
Img.9 shows right outside the laboratory doors,
the stairs that lead up to the doors and a sign
pointing towards the main attractive (the
laboratory)
Img.10 shows the laboratory doors and
windows from inside.
Finally Img.11 shows similar aspects to Img.8
displaying scientific equipment.

Img.8

Img.10

Img.9

Img.11

The next few pages show all off


the six assets I modelled for the
project.
This page and the images on it
display the padlock and chains
I created for the scene with the
gates. The padlock, padlock
hook and chains are all
separate models that have been
parented together so that they
can be controlled as one. The
pocket watch is the only model
to have an actual texture on it,
the rest of the models are just
textured with dark plain colours
so that they fit within the colour
scheme that is consistent
throughout.

This page displays the pocket watch model. This is the only model that has
been given a texture other than a plain colour lambert. The texture used for this
model was a picture (shown right). It is a picture of a woman in black and
white, this was so that it can fit again within the colour scheme. This model is a
very important aspect of the film as it drives our protagonist to continue on his
mission. This model was simply created and then smoothed to look and fit
more comfortably in the characters hand.

This page displays one of the aspects that belong within the
laboratory. The model have created is just a block, made to look
like a computer with a table next to it. This model looks
interesting due to the extra models I created for it. On the table
on the right hand side I have modelled a scroll, pencils, pens, a
paper weight and six test tubes in a holder. This model doesn't
interact with the character it is just there to give the audience
the feel that the character has looked into an actual scientific
laboratory.

This is the model gate I created. This is a very important aspect


of the film as it is involved within several of the main scenes.
The gate has two doors at the very front that swing open and
closed. This gate consists of two walls, two pillars, an archway
and two doors. The padlock also belongs to this model.

This page similar to page 24 displays another set of scientific equipment that has
only been modelled to help the laboratory look more like a laboratory. This model
consists of two main models: the oval heater on the left and the switch board on the
right. The heater has been made entirely as one model, giving some of the faces a
black texture to make them stand out. The switch board on the right has been made
up of three different models all parented together. It consists of a switch, volt robs
and the machine itself. These two models are connected by a simple pipe that runs
out the side of the heater and connects to the top of the switch board.

This final page of asset models displays another set of


scientific equipment. This is just a table that is located on the
right hand side of the laboratory. The table has been created all
as one model and smoothed out. On top of the table there is
another set of six test tubes in holder, three beakers on the left
side and one jar on the right. I didn't want to over complicate
the scientific equipment in the laboratory as I didn't want
attention to be taken away from the main attraction (the button
and the character).

This is my final section of animation that I have done for the production of the film. My section
consisted of 8.1 seconds from 9-18. I organised and split up the 35 second film into sections that were
manageable for everyone in my group.

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