A short character study based upon a prompt.
This video is an emotional exploration of living a divine/ peaceful life while being surrounded by a non-peaceful environment.
Closure-George Lucas’ “Star Wars” from 1977 is still being used today as an example of great editing, special effects, and in this case, camera shots. This shot in particular from the cantina scene uses the concept of closure, which means that the viewer will see the heads and faces of the characters in frame as dots that are to be connected. Having both a character at each end of the frame, and then encased in them are two more characters brings the attention of the viewer solely to those characters, as well as spacing the primary points of the frame. If you were to make dots on the characters heads and then connect those dots, it would create a trapezoid like shape.
One Line- This scene from Christopher Nolan’s “The Dark Knight” brings in the use of one point perspective, to give the sense of depth to the shot, and to centralize the action that is taking place in the frame. The street lamps and the walls of the buildings all diverge the viewers eye to the center, which is where the truck is flipping. This helps to not distract the viewer with other subjects, only keeping them on the main action.
Surface Division- This image from “The Revenant” showcases the main protagonist camping out riverside in a snow area. This image uses the term Surface Division, mainly in the stick that is holding up his tent. This surface division, in combination with the contrasting colors of blue and orange, keeps the viewer in focus of the main character, because this film is about his story and his redemption. The background may be beautiful, but it is not important to the story of the character. In the second image, the abstract white shapes represent the character’s body, and the black line represents the surface division created in the shot.
This project involved taking 3 separate images from prompts, and connecting them in a short animation. The images all follow concepts and ideas of water, how it flows, it’s movement. Not only is this project a study of water’s fluidity, but it is also practice in fluid transitions between scenes.
The three prompts were as follows: The water surrounding my body, the water dripping from my finger, and the water coming from the faucet. I drew all of them as full images, each with their own identity through the amount of detail given with the water lines, as well as the way the water is drawn in each.
The true task was creating a smooth transition between each image with an animation. The first two images were more abstract in transition. The thought process behind it was that a person has both a head and a finger, so the person’s head moves up in the image, giving the impression that the camera is panning down, and the lines that make up the face turn into the finger, as they are connected by being part of the same body.
The second transition was more physical and less abstract, as the drops of water were falling by gravity, it seemed logical that after that came another item that fell by gravity, which is the water coming from the faucet. The zoom into the puddle for that transition is to give the viewer more of an impact by seeing the stream of the faucet up close, giving them a sense of surprise that the water droplets had turned into a stream, and then the zoom out is to reveal that the stream is actually coming from a faucet.
The most challenging portion of this project for me was not the transitions themselves, but the redrawing of the actual images. The faucet image is foreshortened, giving some depth and making the image seem like a waterfall, making the viewer see some marvel of construction to look at with a giant faucet. However, that foreshortening was difficult to translate into digital, as shown in the final animation. This is problem is based on my fundamental drawing skills, and has shown me that I really need to practice my fundamentals, and to never forget what I began with when drawing.
This was a fairly short but simple project, that took more hours than originally thought to create. I was given the task of creating a mock up for an up and coming drink brand simply titled “JUICE.” It was to be made of 100% juice, and targeted towards 18- 25 year olds.
This project was a client based kiosk production. We were tasked in creating an interactive learning experience based on a certain species of bug, in this case the dung beetle, and showcase it/ allow audiences to play the game and learn more about the dung beetle. This piece was displayed at the Rochester Museum and Science Center, and was used to give a Girl Scout troop one of their merit badges.
For this, we were tasked with creating a scene that would be composed of 3D models that we create and photographs that would be overlaid into the image itself alongside the 3D models.
In mine, I wanted to create a person relaxing, looking over a city scape, giving off the impression of lost in thoughts, and a cool relaxed image.
The view of the scene in Maya.
The final render of the Maya file.
The most difficult portions of this project was two sections specifically. The first was understanding how the lighting would be made best to fit the model into the image. The second being the textures/ UV being consistently incorrect and looking awkward. For texturing it was a fine line of making something look realistic, how do you adjust the textures enough to give it a sense of realism? That was a struggle for me, but I believe that with guidance it turned out well. The concrete looks like it belongs on the wall.
Addition of the image, as well as tweaks to lighting, shadows, and color. The final version.
For this project, we are creating a museum kiosk that is based around a certain species of insect, and is targeted at a young audience. My group was given the dung beetle species.
I was tasked with designing the interface for the game, and what the player would be physically touching.
In order to streamline the player’s process of understanding the game, it will be limited to one button that functions for all things, turning the game on, running the game, and restarting the game. The button will be large and will be red for the purpose of contrast on a dark box.
The shape of the interface will be a box, in order to stay simplistic, and will be painted to fit within the color scheme of the beetles and their dung. The sides being painted brown and the top being painted black.