I will be fallowing this sketch that she provided:
The innitial blocking of the stage:
For the trees, I had to research something that would go best with the concept of a theater decors + druids. Here is an attenpt that dont work ( too cartoony ):
On the other hand, a big, magestic and realistic tree would provide too much details and I need to consider that the attention must be on Nadia's character. So this is way too busy:
A good compromise would be a stylised, magical tree, and going for realistic details, but not too busy. Silhouette and texture would play an important role, as a trade off for less dense leafs:
Here is a a wip of that type of tree:
For the leafs, I am aware of a methode that makes it very fast and effective once confortable with the technology. It concist of at least one leaf "prototype" that uses a point cloud to replicate onto at least one branch prototype, wich replicates itself onto the tree's modelled branch. The advantage on this methode, is the ability to have a very high poly count that generates at render time. I might do some reasearch on this methode, or ask for help.
For the rocks, I will probably fo for this type of material. It uses a lot of displacements:
For the silhouette and, most importantly, the holes in the sacral stones, I will be using boleans operation at render time, in conjustion of texture bombing for the displacement in the holes ( since they will not be actual geometry ).
Rendertime boleans:
assets so far:
Lighting will be using a rig that simulates typical studio and theater settings:
Some progress:
A little start with lighting
The Lamp has a cover to limit the falloff of the light
Leafs are gona be re-done. Considering the look I am going for, they will have to be placed and bented one by one.





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