[PC] Patrick Parsons
[PC] Denisse Rodriguez
Olivia Rodriguez
Thomas Vazquez
Austin Rinonos
This week we are continuing to work on our assigned sets based on the given critique. If you’d like to review the recording or if you missed the meeting, the link is here. Below is an overview of the critiques and assignments.
Austin and Tom-
This week Sean will create a map for the business district layout for the chase sequence that will help you both get a better sense of the space. As a general rule, keep things proportional and set to a real-world scale. For buildings, use standard commercial building height, the ceilings should be about 10 ft high, but do more research to make sure. For style, build them realistic and simple but with detailed unsmoothed facades. The level of detail that Patrick used for the KATZ pizza parlor set is a good reference. We want them to have personality but at the same time be generic enough to use them for modular sets, it should be flexible because the layout can change and things can move easily. Windows should be inset with detailing on the frames. Add more details to the planks and adjust the thickness to be realistic scale. Remove the garbage in the alleyway for now. Add more than 3 buildings to look more like a downtown area, make the action work with the environment. Keep in mind that multiple buildings can be connected without alleys dividing them. Also, keep in mind that the script is condensed, and although only 3 jumps are shown there could’ve been more. Think about making one building with a storefront that can be seen into although it’s not necessary to the plot. Look at the CG models and images for reference as well as Shallah’s concept art for an idea of how to detail the scene. Good reference is everything and if you want you can go out and shoot your own reference images.
Patrick-
Make the KATZ pizza parlor model to real-world scale. Share whatever building models you can with Austin and Tom. Start working on the pirate ship model.
Denisse-
When working on the pavilion park floor, make sure that it isn’t completely flat and that it has some natural irregularities in height
We also discussed that we need to develop a pipeline to tackle trees and shrubbery as a team, this may bleed into look development. We need to create 3 levels of detail, a background layer that is just shapes and color, a middle ground that has more detail with leaves and bark, and a foreground layer for detailed close-ups. We would like to create a library of trees since so many scenes have generic foliage, but some trees will need their own specific models such as the Tree of Life. Start thinking of ways to accomplish this.
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