Monday, 8 March 2010

Transcription: R and D analysis 1, Skull Concept 1



Skull - Modeling and Texture.

A choice here has to made whether to model the entire skull or simply half of it. There is also concept art to suggest we also see the skull from a side on angle, so depending on how seamless a transition it is between these two sequences then perhaps it would be a wise idea to model the entire skull which would also give more freedom in regards to animation.

Texturing will not require too much unconventional thought and will encompass the typical methods associated with such a task. A choice does have to be made however and that is the potential for use of Normal maps over typical Bump maps particularly if we see the skull from a static front of P.O.V.

Vultures and Eye Socket

With the vultures the question has to be asked whether to produce in Maya or Post-Production. As of now I can potentially see using animated images planes in Maya to recreate them especially if there's no requirement for them to be seen in 3 dimensions.

Given that the image clearly has three layers: Skull (foreground), Eye Socket (midground) and the Background. This means that rather than everything being one scene on Maya I can separate each element as a different layer and place them on top of each other in After Effects.

Background

The biggest that needs to be asked in regards to recreating this background is 'is it dynamic?', if that is the case then there's the choice of either Maya and potentially using some simple particle effects to recreate the look or recreating it in Post-Production. Personally for me the simplest method would be to use Particles and then composite it later on After Effects.

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