Sunday, 27 September 2009

Concept Art - Machine insects.

I don't know when this is meant to be in for, but I remember hearing we have to post this stuff up, show our references and all that kind of thing, so I thought I may as well get this done and out the way.





Thing 1. Helicopter/Fly/Plane

This thing was based off a dragonfly and a beatle (the big flat piece of metal below the fly wings would come up and cover or shield the wings sort of like a beetle. I didn't have them up because I wanted to show the wings), which I merged with an old propeller plane and an apache helicopter.

I gave it some crazy insecty fingers which feed things onto it's propeller - I don't know why it would want to do that, but yeah, I never really planned this one out in my head at all.

The legs were influenced by insect shapes whilst still looking like mechanical feet.

The thing popping up at the back are insect eyes on the front of a jet engine. Again, don't ask me why, I wouldn't know. xD





Thing 2. Jet Fighter/Beatle

This one is drawn from a birds eye view.

I started with the shape of a beetle. I added some jet fighter air scoops onto it's back, and some jet engine nozzles.

The neck was turned into a cockpit, and Su-47 style forward swept wings were added.

It would stand on feet or legs.

I wanted to keep this one simple because it would look more streamlined, and so I could concentrate on the shading.




Thing 3. Crab/Mantis/Tank/Jetpack

I started with a segmented spine sort of thing with big claws, a jetpack, an engine for a heart and chrome pipe ribs. Then I did a jaw with 4 antennas on it and then a head based off of a praying mantis. For walking, I gave it caterpillar tracks from a tank and 2 long insect legs for walking and balance.




For reference on all these, I pasted a load of reference images into paint so that I had all my references in one place. Blogger doesn't want to upload the file, probably cos it's massive.

I dunno why the pictures are smaller than the last posts either. :/

Tuesday, 22 September 2009

Unit67 - Task 1 - 2D Walking Character Designs 2nd design.


This one's a WWII American G.I. having a rubbish day marching in the rain, looking miserable. Hunched over a bit, walking slowly and heavy footed steps because he's tired.

Unit67 - Task 1 - 2D Walking Character Designs


First, I've got a Victorian scientist in his big steam powered metal walking machine, moving the legs by pushing and pulling levers. He could well be an evil Victorian villain or something.

The picture on the left was a little sketch and the one on the right was a proper drawing of it.

Walks like and insect with 3 contact points at all times - leaning over to the side with 1 foot on the floor - with big heavy, clunky steps and big strides.

If I was to make him evil, I could stick big, crazy claw hands on the front or something.


Thursday, 17 September 2009

Unit 33, Task 1

The traditional principles of animation.

  • Exaggeration
This principle is used to make actions much more noticeable and recognisable by using very emphasised gestures
and motions normally associated with it. Sometimes this is used to show someone sneaking around by emphasising
the big, careful steps they're taking to make it very ovious they're sneaking round.
  • Squash and Stretch
This principle is where an object or a character's body is squashed or stretched, but must still retain it's original mass.
A common use is in slapstick cartoons such as Tom & Jerry.
In this video, the black cat has it's hands squashed and stretched by the window that tom shut.
  • Follow Through
This principle says that things never come to a stop immediately - they accelerate and decelerate over time.
In this clip, the road runner doesn't just stop, it carries on moving, skidding along, as it tries to stop.
http://www.youtube.com/watch?v=KJJW7EF5aVk&feature=related

  • Weight
This principle governs the perception of weight. Heavy things should fall faster than light things, and impacts
from heavy objects will be bigger than those with smaller weights along with a louder impact. This is
demonstrated in this video when the giant sits down and the trees and the floor shakes.

  • Curved Motion
Most things in nature move in arc motions, such as body parts orbiting their joints and projectiles following an
arched flight. This will be seen when a ball is thrown up.