Here are a few tests inspired by the 'intro' animatic for this project. I used the 'explode' feature in MASH to break apart some cubes... for #9 I animated some of the 'distribute' settings so the fragments eventually form a ring. For #10 I focused on a closed ring of dancing shapes. For #11 I exported the simulation to an alembic cache, then imported it several times and rotated each ring +20 degrees so they create a sort of spiral. I then combined the rings into one mesh and added a flare deformer to alter it into a more wormhole-like shape. I then animated the camera so the focal length becomes more distorted and gives a dolly zoom effect. I think it's a bit too fast and chaotic, but hopefully interesting at least!
Sunday, 21 October 2018
Saturday, 13 October 2018
Romeo & Juliet: Spectro Experiments #4
Not a massive update here, I've been really busy at work and things have been in a little bit of a limbo at the minute. However I hope to begin having more tests up for this project once I get a better idea of what 'feel' each bit of chosen music should have...since we now seem to have our chosen segments.
For this test I essentially took my previous cone animation, exported an alembic cache, then imported it. I then flipped it upside down and adjusted the lighting. I think it looks really interesting and intimidating. I think it would look better with some depth of field as I keep mentioning, I just don't currently have the time or space to render that pass. I suppose I need to clear out my computer soon to make some space.
For this test I essentially took my previous cone animation, exported an alembic cache, then imported it. I then flipped it upside down and adjusted the lighting. I think it looks really interesting and intimidating. I think it would look better with some depth of field as I keep mentioning, I just don't currently have the time or space to render that pass. I suppose I need to clear out my computer soon to make some space.
Labels:
animation,
Arnold,
Autodesk Maya,
lighting,
ONE,
Romeo & Juliet,
Texturing,
VFX
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