Showing posts with label Pre-Production. Show all posts
Showing posts with label Pre-Production. Show all posts

Tuesday, 15 January 2013

Using Light to Indicate Areas of Interest....

As stated in my previous post, using light as a method of visual sign posting is extremely effective. So I though I'd use it in my scene as more that just a means of lighting up the room, but to show specific areas and evoke a certain mood.


Clearly, this attempt didn't go down to well. The light was far too harsh and extreme. The contrast between lit and unlit areas was far too great.



Second attempt went down a bit better with the addition of two floor lamps and using spotlights. It cast long looming shadows, which I liked because looming shadows are supposed to indicate a feeling of unease, and as Topher's work raises some severe moral dilemmas (though maybe not for him) I found this quite fitting. However, the rest of the room is pitch dark apart from one area in the back right corner where I added a point light to break it up a bit and show that the TV was a source of light. This didn't have the effect I was after as it just looked strange because the TV screen was still dark, but the surrounding area was lit...


Next attempt definitely illuminated the room...but it's far too bright for just two spot lamps which are pointed in a specific direction...
Also I increased the irridiance on the TV screen in attempt to make it seem brighter as a source of light in the background but it ended up too bright and looked odd.


AO. Included another lamp over by the dresser area as another source of light.

Lmap on dresser has two point lights inside, one that casts light and shadows, and the other which only casts light. I like this more, although the long looming shadows by the desk are lessened majorly...
Going to have to trawl through some more tutorials and experiment with global and caustic illumination and try out photons to get the effect I'm after. Also have to include more light sources.

Saturday, 15 December 2012

Prop concepts

A bunch of prop concepts I forgot to post!







Keeping all the video game merchandise localised in one place hints at Topher’s need for control and order in certain aspects of his life. The multiple computers is intended to be suggestive of a “render farm” and that Topher’s work requires a lot of processing power, further conveying the importance of his job. The books will be a mix of various scientific novels/journals and books for recreational reading, implying his interests and intellect and his desire to keep up to date with the work in his field.



Some ortho views of his bed. The duvet is crumpled and left unmade to show that he's untidy, indicating he's got more important things to do and that he's a bit lazy in that respect.




Sunday, 11 November 2012

More prop ideas - Video game merch.

Looking into symbols and semiotics, I thought of some props which would help give a good insight into certain aspects of Topher's personality. Including the Xbox tells the player/viewer that he likes games, and that's all. It doesn't say what particular kind of games he likes and that in itself is a good indication of someone's personality because it's all about preference. Topher is a sci-fi fan and likes retro games, but he also likes to keep up to date with current technology, so including movie merch of a futuristic Tron Legacy Light Cycle model ornament/toy would be a good way to portray this preference. A well known symbol associated with nostalgic retro gaming is the Mario Mushroom head. So I think it would be a good idea to include this in the environment to symbolise retro games and indicate the fun and upbeat side of him. 






Saturday, 10 November 2012

Prop concepts



Topher is childish in some ways, as indicated by his liking for junk food and video games. He spends his birthday in the Dollhouse playing xbox with a "doll" he programmed to be his friend. While this is pretty sad and poignant, the point still stands - he likes games and xbox in particular, so I'm going to put an cboc-style console in his room. It'll serve as an indication of his childish side and imply that he likes to escape reality or control it - which is complimentary to his lack of morality, which more than one person in Dollhouse picks up on.

Friday, 9 November 2012

Concepts - Prop development

Props in an environment say a lot about the person who lives there. This technique is called Embedding.



A concept idea for Topher's desk.He has an extremely important, well paying job at Dollhouse, in which he programs people. A high powered computer with multiple monitors would be a good prop design because it hints at how busy he is, and that he needs to keep on top of various tasks constantly. Crisps and chocolate lie on his desk, along with his work, again showing that he is untidy. This also hints at his childish behaviour as it conveys his preference for junk food.Post-it notes stuck to the monitors show he has to keep reminders near in order to keep on top of everything. Loose paper and notes litter his desk, showing that he is untidy and somewhat lazy.