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project--mars · 5 years
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Joe Johnston
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Joseph Eggleston Johnston II is an American film director and former effects artist best known for such effects-driven movies as Honey, I Shrunk the Kids, Jumanji and Jurassic Park III. These movies include a number of period films such as The Rocketeer, The Wolfman, and Captain America: The First Avenger.
This work links to my work sheet because of the style of the drawings, as around my main drawing in the centre I have some comic drawings with the black background. 
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project--mars · 5 years
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Cantwell was one of the first people George Lucas brought on board to work on what was then called "The Star Wars." He was introduced to Lucas by Hal Barwood, who was working on American Graffiti. Cantwell invited Lucas over to his house and showed him his Steampunk-like "Superiority Machines," which led Lucas to believe he was right for the project. Lucas had also admired Cantwell's work on 2001: A Space Odyssey.
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project--mars · 5 years
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This is a tree that I made in unity, the way you do this is by first importing a tree trunk into unity, then you can add branches and then leaves, there are many variants of tree that you can create, for example you can make the branches symmetrical, or you can make it so they are randomly placed with all of them at different lengths.
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project--mars · 5 years
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These landscapes are made in unity and are quite simple to create, to begin with you have a plain in which you can use various tools to manipulate, for example you can use a tool to raise and lower the terrain to create hills or holes. Then you can get textures to create the look of the terrain looking like grass.
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project--mars · 5 years
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Moon Game Evaluation
I am very proud with the voxel game that I have created, even though it is just a game in which you explore, it took a lot of effort to complete this game, I had an issue with creating the third person character, I used mixamo to create it but I had to make a lot of edits to my character to allow mixamo to add a skeleton to my character.
To improve this I could add some code to make the game more interesting, but I am hoping to do more of that in the future.
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project--mars · 5 years
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Concept behind Moon Game
The story behind this game:
An astronaut travels to the moon but has a tragic accident and ends up crash landing, leading to him being stranded with nothing but a tower. If I had time to continue with this game I would have added some code to my game to allow movement easier and maybe adding some RPG and building aspects into it.
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project--mars · 5 years
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Within 2D games, Unity allows importation of sprites and an advanced 2D world renderer. For 3D games, Unity allows specification of texture compression, mipmaps, and resolution settings for each platform that the game engine supports, and provides support for bump mapping, reflection mapping, parallax mapping, screen space ambient occlusion (SSAO), dynamic shadows using shadow maps, render-to-texture and full-screen post-processing effects
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project--mars · 5 years
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The geometry used in digital sculpting programs to represent the model can vary; each offers different benefits and limitations. The majority of digital sculpting tools on the market use mesh-based geometry, in which an object is represented by an interconnected surface mesh of polygons that can be pushed and pulled around. This is somewhat similar to the physical process of beating copper plates to sculpt a scene in relief. Other digital sculpting tools use voxel-based geometry, in which the volume of the object is the basic element. Material can be added and removed, much like sculpting in clay. Still other tools make use of more than one basic geometry representation.
A benefit of mesh-based programs is that they support sculpting at multiple resolutions on a single model. Areas of the model that are finely detailed can have very small polygons while other areas can have larger polygons. In many mesh-based programs, the mesh can be edited at different levels of detail, and the changes at one level will propagate to higher and lower levels of model detail. A limitation of mesh-based sculpting is the fixed topology of the mesh; the specific arrangement of the polygons can limit the ways in which detail can be added or manipulated.
A benefit of voxel-based sculpting is that voxels allow complete freedom over form. The topology of a model can be altered continually during the sculpting process as material is added and subtracted, which frees the sculptor from considering the layout of polygons on the model's surface. Voxels, however, are more limited in handling multiple levels of detail. Unlike mesh-based modeling, broad changes made to voxels at a low level of detail may completely destroy finer details.
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project--mars · 5 years
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Savage has worked as an animator, graphic designer, carpenter, projectionist, film developer, television presenter, set designer, toy designer, and gallery owner. He worked as a model maker on the films Galaxy Quest, Bicentennial Man, Star Wars: Episode II – Attack of the Clones, The Matrix Reloaded, and Space Cowboys, among others.
Savage played the role of a helpful engineer in the 2001 film Ever Since the World Ended and the role of an army surplus store owner who sells a man a rocket engine for his pickup truck in 2006 in The Darwin Awards, which also featured MythBusters co-star Jamie Hyneman. He made a cameo appearance with Hyneman on CSI: Crime Scene Investigation on the May 1, 2008, episode "The Theory of Everything." In the "making of" material for The Matrix Revolutions, he appears in his role as a special effects artist and discusses some of the miniature effects used and the difficulties involved.
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project--mars · 5 years
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Hans Ruedi Giger  (5 February 1940 – 12 May 2014) was a Swiss painter, best known for airbrush images of humans and machines linked together in a cold biomechanical relationship. Later he abandoned airbrush work for pastels, markers, and ink. He was part of the special effects team that won an Academy Award for design work on the film Alien. In Switzerland there are two theme bars that reflect his interior designs, and his work is on permanent display at the H.R. Giger Museum at Gruyères. His style has been adapted to many forms of media, including record album covers, furniture, and tattoos
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project--mars · 5 years
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Kit Bashing
For kit bashing you take apart mechanical objects and use the components collected to create other items, this is a good way to create models as it allows you to create miniature models without spending loads of money, and it also takes less time to create models.
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project--mars · 5 years
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Evaluation (Kit Bashing)
This was my final outcome for the kit bashing project, and I feel like it went really well, throughout the making of this I had some issues with the moving mechanic of the centre piece, the reason for this is because after I spray painted my ship it created some lumps on the metal where the centre piece travels along.
When painting my ship I painted it a light brown as the base colour, then I begun to add a dark brown to add the rustic aesthetic to the ship. Finally when I came to take some photos I used a holder (that you can see clearly in some of the photos) to allow no hands or fingers being in the photo, in the end the frame holding the ship in the air works well with the ship because of the style of ship that I have created.
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project--mars · 5 years
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Here are some mining ships that link to my kit bashed space ship, the reason for this is because my ship goes out to many planets mining for resources, but tragically one day the ship had exploded
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Here is my worksheet that I have made to link to my kit bash work, it has some art in the centre incorporating a one point perspective to give the illusion of the ship flying away.
To improve this I could add more detail to the ship to allow it to look more 3 dimensional.
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project--mars · 5 years
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Here is an animation made in cinema 4D. It uses simple mechanics to allow the torso and head to move, using the strand of the neck. 
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project--mars · 5 years
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Here is a video showing a speed build of an isometric world using cinema 4d, it shows very briefly how to use some of the tools within the program. I like this speed build because it is very satisfying to see how the creator makes each section bit by bit.
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project--mars · 5 years
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Cinema 4D (stylised as CINEMA 4D) is a 3D modeling, animation, motion graphic and rendering application developed by MAXON Computer GmbH in Germany. It is capable of procedural and polygonal/subd modeling, animating, lighting, texturing, rendering, and common features found in 3D modelling applications.
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project--mars · 5 years
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Mudbox is a proprietary computer-based 3D sculpting and painting tool. Currently developed by Autodesk, Mudbox was created by Skymatter, founded by Tibor Madjar, David Cardwell and Andrew Camenisch, former artists of Weta Digital, where it was first used to produce the 2005 Peter Jackson remake of King Kong.
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