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Tuesday, October 25, 2016

2D Class Week 09 Shape Language

This week was a continuation of the Tim Burton-style Wizard of Oz project. This time we had to do shape analyses to come up with effective designs for our characters and environments.

For this part of the project, I teamed up with Melissa to work on the Witch and the flying monkeys. 

First we had a group meeting all together to decide on a direction. After that, Melissa and I created shape analysis sheets based on reference images to help us come up with final designs.

I took care of the sheet for the Witch.


Here are the designs we created together.

For the witch, we focused on a lot of angles, triangles, shapes that go from larger to very skinny, and angular curls.
For the monkey, we focused on large round shapes and mixing larger shapes, such as the head and arms and body, with smaller shapes, such as the legs.

Then I went on to create the proxy model for the Witch. I started by creating front, back, and side reference images in order to accurately recreate her design in a 3D space.

Then I created the proxy model made mostly of larger shapes.






And here it is in Unreal next to the Unreal mannequin for scale




2 comments:

  1. Take a look here for how Disney breaks down their shapes. https://s-media-cache-ak0.pinimg.com/564x/3e/17/77/3e17773eea26551c61c0236e886a280d.jpg Follow similar construction methods.

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  2. Also, your 3D model doesn't quite match up to some of the shape analysis that you created on your target images. Head is really heavy feeling, torso is very large in the upper area.

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