I decided to do a number of 2D animation tests using after effects to try out my ideas for animation styles. This is the first one of a moving 2D layered sea. This is something I am very happy with the aesthetic of.
Hey Nelly - this is lovely to see - good - but I think there's more investigation to be done in terms of really aceing the Pugwash aesthetic: take a look at this screen grab:
... and note all the little visual tics and quirks that make it 'Pugwash' - black outlines (but not always), white outlines for clouds and so on - and also note how the 'cut outs' cast actual shadows - so I think you may need to think about building your flat scenes in Maya, so you can light the layers so that they cast shadows onto themselves (if that makes sense) - if your flat worlds were Maya sets, I think you could get much closer to the Pugwash 'thing' because you could light them and you could also move your camera around more engagingly.
Take a look at this very old animation from our mutual friend, Nat Urwin - from her FV project - I think this holds the key to your flat/not flat approach to expanding these Pugwash spaces into Maya logic in such a way as the charm is maintained but you bring something new to the mix too...
https://vimeo.com/113287848
This was also made by a CAA student for the same project - ages back - but again, all in Maya as flat shapes - because he wanted the control:
https://youtu.be/23TnLEUUnws
So - some things to explore - one, to create a check-list of all the little visual things that make 'Pugwash', including colour picking palettes and keeping within them, and two, to explore the potential of 2D in Maya as it relates to texturing (cardboard, painted surfaces etc) and lighting etc.
This week we received the summer project that is to be completed before beginning our first year of the CAA course in a few weeks time. The first stage of this process is the beginning of idea generation. We were given a number of objects, from which we have to create 101 different concepts (including life forms, machines and structures) and then develop 3 of these further. These are the items that we were given to develop the concepts from. They are ordinary objects, but the trick is to create the extraordinary or unusual concepts from these. The following are the concepts that I have created in the last few days:
Three and five act structures are key devices used in effective storytelling. They give narratives and stories a pleasing base structure upon which the weave the elements to create a unique viewpoint. The Greatest Showman has a clear five act structure used beneath all the songs and showy costumes to make it stand up as a narrative. Act 1 - Childhood We see the challenges that Barnum went through as a child. It shows him as a poor tailor’s son struggling to make ends meet. It shows him meeting Charity for the first time. It also shows his father getting ill and eventually passing away, and how he had to beg on the streets for food. Towards the end of the act we see Barnum heading off to make his fortune on the railways. Act 2 - Attempt One We see Barnum come back a wealthy man to marry Charity. They build a home together and have two daughters. Barnum is working at a trading company, but they all get fired when the company’s flotilla sink. Barnum uses the bonds for th
Hey Nelly - this is lovely to see - good - but I think there's more investigation to be done in terms of really aceing the Pugwash aesthetic: take a look at this screen grab:
ReplyDeletehttps://www.screendaily.com/news/captain-pugwash-gets-re-boot-as-live-action-movie/5117896.article
... and note all the little visual tics and quirks that make it 'Pugwash' - black outlines (but not always), white outlines for clouds and so on - and also note how the 'cut outs' cast actual shadows - so I think you may need to think about building your flat scenes in Maya, so you can light the layers so that they cast shadows onto themselves (if that makes sense) - if your flat worlds were Maya sets, I think you could get much closer to the Pugwash 'thing' because you could light them and you could also move your camera around more engagingly.
Take a look at this very old animation from our mutual friend, Nat Urwin - from her FV project - I think this holds the key to your flat/not flat approach to expanding these Pugwash spaces into Maya logic in such a way as the charm is maintained but you bring something new to the mix too...
https://vimeo.com/113287848
This was also made by a CAA student for the same project - ages back - but again, all in Maya as flat shapes - because he wanted the control:
https://youtu.be/23TnLEUUnws
So - some things to explore - one, to create a check-list of all the little visual things that make 'Pugwash', including colour picking palettes and keeping within them, and two, to explore the potential of 2D in Maya as it relates to texturing (cardboard, painted surfaces etc) and lighting etc.