Some feedback from our last presentation on the concept for our opening shot:
- Nami’s forms are getting lost. Try rim light to make her pose read better.
- Try making the perspective of Nami more dynamic. The camera is close to the ground and Nami is far forward so she would be warped mored in perspective. Also think more about her scale in relation to the trees.
- The trees should have their texture receding more in perspective as they go up.
- Pay more attention to the value range. Add more nuance and contrast at the focal point.
- Look at Hotel Transylvania for how they deal with night time lighting and characters who need to read against the dark.
- Alec thought that this scene felt like it was during the night with eerie light beams, which wasn’t my intention. I often make the mistake of painting the sky too dark. It’s meant to be approaching sunset. Alec also advised against using absolute black if I wanted realistic light bounces for daytime. I had been looking at Samurai Jack for reference but was maybe mixing flat and realistic rendering too much without committing to one or the other.
I was also having difficulty drawing Nami’s pose from this angle. Sorcha offered to draw Nami into the scene but it’s something I want to improve on so I went back and forth getting everyone’s feedback more instead. Matthew suggested creating the pose in 3D and had some good advice on how to think of where the weight is placed on the staff. I looked at snowboard poses for references but surfing references turned out to be more applicable as the stance is wider, as on Nami’s staff.
Trying to make the pose in Maya was more problematic than I anticipated also. I tried to match poses from photographic reference but once I switched to the low camera it tended to look odd and poorly silhouetted. Kerry and Sorcha suggested that Nami looked like she was aiming for the ground too much and to curve the staff to suggest direction.
These are the before and after feedback results:
I also worked on developing Reymond, our tree spirit. Andrew’s designs in the animatic make me laugh a lot so I didn’t want to detract from that by adding unneeded complexity. I feel like I could ruin the joke by changing him too much or not pushing his facial expressions the way that Andrew did but at the same time, Mike pointed out that he didn’t look all that beautiful in the animatic. Part of the joke is that Reymond initially looks noble and beautiful as the characters are approaching and then he breaks out into his goofy self at the flick of a switch. We’re thinking of going for the more sculpted/chiseled look in the sketches below along with using clumped and hanging moss for hair.
For the lighting in Reymond’s scene we want it to be the most warm and welcoming scene in our short. We’re considering doing this by either lantern light, magically motivated lights in Reymond’s foliage or as in the concept below, where Reymond is made of an emmisive, translucent material that acts as a warm (point?) light source to contrast the cold directional moonlight. I tried blocking and roughly lighting this in Maya before painting the concept as an aid to see how the light would react. We’ll hopefully be able to push the concept painting even more when we get to Maya and Nuke.
I also tried to keep the tree designs the same as the trees in the first house concept as Conánn pointed out that we’d be reusing assets as much as possible. Sorcha suggested adding more glow and reflective puddles to the scene also.
The references are from our Monsters Character Design Pinterest.