I'm currently working on a new website in HTML5. The current one was only ever a temporary fix and if you notice, half the pages don't work and its not responsive whatsoever. So I've had my pen and paper out drawing designs and finally come up with one I like.
Watch this space...
Tuesday, 15 November 2016
Sunday, 2 October 2016
Spaceship engine size comparison.
And just for kicks, here's a size comparison, although I am thinking of making the difference even more extreme...
![]() |
| ahoooooy... |
Location:
Birmingham, UK
Spaceship progress - Engines modeled and fitted
More progress on the engines which have been placed correctly now. It's actually the second time in two days I've modeled these. The first time around I realized I didn't have enough geometry in them to look smooth enough and with no realistic way to add the extra lines to smooth it out I had to basically re-do them. A case of trying too much to optimize the mesh. Subsurf was also out of the question because of all the greebles in the engine housing; the geometry would have been insane.
I'm not settled on the colours yet, they are for the most part, just a placeholder. I do however want to keep the orange as I want the ship (last of its kind) to stand out from the rest. I'll grunge it up when in the texturing phase to make it look like it's drifted through a big pile of space poo....
I messed around with compositing to add some glare and glow but It looked horrible and I need to find out how to do it properly before I post a picture. I notice that a fair few space animations don't use much glow for the thrusters so I'm not planning to go overboard but these are supposed to be some immensely powerful boosters and I need to get that across somehow.
![]() |
| I like big butt's and I cannot lie... |
I'm not settled on the colours yet, they are for the most part, just a placeholder. I do however want to keep the orange as I want the ship (last of its kind) to stand out from the rest. I'll grunge it up when in the texturing phase to make it look like it's drifted through a big pile of space poo....
![]() |
| Horsepower...Space horsepower... |
More updates to come....
Labels:
animation,
blender,
compositing,
engines,
modeling,
sci-fi,
space,
spaceship,
texturing,
thrusters
Location:
Birmingham, UK
Friday, 30 September 2016
Main Odessa 10-4 spaceship progress (Blender modeling)
Notice how I said had.....
I was on Linux at the time and wanted to duel boot so I could have windows and Linux on the same computer.....yeah, didn't work out so good. I lost the model and all the assets above which all in all was about 2 weeks of work down the toilet.
But It might not be as bad as I thought. I'm currently re-doing the model and with all I've learned from before I've made it slightly different with more thought put into scale!
There was an article from Neil Blevins about how to make things look huge and I'm going to be putting that to good use. Basically by have 3 different size layers you can trick the viewer into perceiving the smaller objects in relation to the largest thus giving the size impression. I think it will work more effectively if I can somehow show the size of a human, maybe by putting an airlock here and there.
So It's still very early and I've only just started again, zipping from segment to segment with no definitive final end look in mind I'm liking what I have so far. Keep in mind it's very early on and I have all the textures to do. Talking about textures, I'm going to be using more of them and as many 8k's as I can comfortably fit on it. Half will be procedural and the big chunks will be hand painted or a mixture.
It's a project I am looking forward to push forward and there is lots to do!
![]() |
| Old Betty Model |
![]() |
| New Betty Model |
![]() |
| Closer look at the smaller objects |
Location:
Birmingham, UK
Thursday, 22 September 2016
Fall City HallwayScene
Moving onto some internal scenes now. Still jumping around to keep things fresh. Here's a WIP of a corridor scene where one of the villains goons are going to be hanging out while he is conducting his business.
I'm thinking of hand drawing some images to put into the picture frames. The scene has a Yakuza theme to it so might try my hand at some oriental style pictures. It's also worth noting that I hope to make the corridor modular so that I can just use blender's mirror and array modifiers to create other scenes relatively fast, perhaps just change a few colours and textures around. In fact I'm hoping to do that for a lot of props. The ashtrays and cigarette packets took me a wee while to model so If I can be lazy and reuse them I will.
I'm thinking of hand drawing some images to put into the picture frames. The scene has a Yakuza theme to it so might try my hand at some oriental style pictures. It's also worth noting that I hope to make the corridor modular so that I can just use blender's mirror and array modifiers to create other scenes relatively fast, perhaps just change a few colours and textures around. In fact I'm hoping to do that for a lot of props. The ashtrays and cigarette packets took me a wee while to model so If I can be lazy and reuse them I will.
Labels:
2d,
2d animation,
animation,
blender,
cell shader,
freestyle,
inkstyle,
sin city,
toon shader
Location:
Birmingham, UK
Wednesday, 21 September 2016
Rose's katana blades Ebony and Ivory - Project Fall City
Just a quick one!
Fall City is coming along nicely although I'm jumping around from asset to asset to keep things fresh. I guess I'm putting off the character modeling for as long as I can as it's definitely a weak point of mine. One of the main characters 'Rose' is a young energy drink addicted semi-psychopath on a mission to save her mother, and she's going to do it with kick ass swords! Katana's to be more specific!
Here's Ebony and Ivory so far...
Fall City is coming along nicely although I'm jumping around from asset to asset to keep things fresh. I guess I'm putting off the character modeling for as long as I can as it's definitely a weak point of mine. One of the main characters 'Rose' is a young energy drink addicted semi-psychopath on a mission to save her mother, and she's going to do it with kick ass swords! Katana's to be more specific!
Here's Ebony and Ivory so far...
Labels:
2d animation,
animation,
blender,
cell shader,
cell shading,
freestyle,
katana,
samurai sword,
toon shader
Location:
Birmingham, UK
Wednesday, 7 September 2016
New blender comic style render direction
I decided to take the new project away from the black and white images I posted before. While I liked them, especially for a 2D comic they proved a little limiting when applying it to an animation. There was just such a loss of detail say when a character who was already cast in shadow, standing in an alleyway...cast in shadow. I tried messing around with colour variants and while I'm still not happy with the colour palette just yet, I am more happy with the general tone.
Obviously still early days yet, I'm thinking of sticking to the de-saturated colors. I'm rather fond of the Jin-Roh palette. The artist Bengal's colouring has always made me want to try something similar and I think this is the project I'm going to do it!
Obviously still early days yet, I'm thinking of sticking to the de-saturated colors. I'm rather fond of the Jin-Roh palette. The artist Bengal's colouring has always made me want to try something similar and I think this is the project I'm going to do it!
Labels:
2d,
2d animation,
cell shader,
cell shading,
color palette,
freestyle,
sin city,
toon shader,
watchmen
Location:
Birmingham, UK
Subscribe to:
Posts (Atom)












