After our presentations last Wednesday, I got a lot of feedback about how my project was going to look, something I have been trying to build on for months. I've finally decided that I want to take the project into Unity to be able to use real time rendering and add that as something I can do. However, as for the actual look of the project, it needs revisited.
Initially, I had planned to do everything in shades of grey, with a few colour exceptions here and there but after some feedback, it's obvious that just using grey makes the project look unfinished and as if it has just been pulled straight out of Maya. TRON was mentioned during the feedback so I looked into how both the original and modern TRON rendered a computer world.
To me, this design seems a little more alien, more abstract and I think works better in the environment I want to build compared to a basic character in every day clothing.
Initially, I had planned to do everything in shades of grey, with a few colour exceptions here and there but after some feedback, it's obvious that just using grey makes the project look unfinished and as if it has just been pulled straight out of Maya. TRON was mentioned during the feedback so I looked into how both the original and modern TRON rendered a computer world.
I particularly like how the accents of light and the layers of the costumes are build around the form of the actor. As such I'd like to try and take this idea into my character, using the topology of the model as a base for any colour change. I sketched up a really rough idea of how this might look but I won't know how it'll translate into 3D until I do some more work in Maya.
To me, this design seems a little more alien, more abstract and I think works better in the environment I want to build compared to a basic character in every day clothing.
Another thing mentioned to me was David O'Reilly. I spent a good couple of hours going through his website. He has a very distinct style and his work is, for the most part, very abstract. We had a lecture last semester about short films and O'Reilly's film "Please Say Something" was shown to us. It was a little jarring at first to see his visual style but you very quickly get used to it and the more important idea is the actual story.
Of his work I really like "Please Say Something" and ?????/HELL, the latter of which is far more abstract but still retains some kind of story telling throughout.
Taking these as inspiration, I like the idea of having a flat rendered character, something Unity can do in engine without any coding of new shaders, and textured backgrounds, keeping the environment very grungy and unkept while the character is separated from this by a different shader.
By the end of this week I'd like to have rebuilt my character mesh and done some test renders inside Unity against a textured backdrop to see how this might all come together.
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