Real Worlds: Building Blockouts

3D Blockouts

I have created 3D models of the components of my scene and arranged them into the composition which I will follow in my final design. This will help me test out compositions and give a basis for the complicated scene, which will allow me to block out shapes quickly without worrying about innacurate persepctive. I used Blender for this, and followed the designs I had created in my key art throughout the 3D model creation.

When creating the Ward Ship I first created the main body mass and then worked outwards, creating a pyramid shape for the peaks on top that I could duplicate and scale as I saw fit to match the key art. I also used the mirror functionality as I created the ship, using it to block out the forms of the side wings that would sit beside the central fuselage. One point of feedback had been that the manner of how the Ward Ships move through space was not clear, and as such I added another set of blocky wings to the side of the ship.


With the blockout for the Ship done, I created the planet and asteroids. As these are not as detailed as the ship their 3D blockouts are considerably more basic, using only a single spherical shape each. The planet itself is jsut a plain sphere, whilst I dimpled and added small craters and imperfections to the asteroids. I then duplicated the asteroids and spread them out across the scene.

One point of interest when developing the planet was that of determining the scale between the planet and the Ship. This would be slightly skewed as the ship would have a larger presence in the scene, the camera being closer towards it, with the planet behind the ship at a distance. As such, I altered this several times and then moved the ship and planet around to get a scale I liked. To keep this consistent I set up a new camera that I would use to take the shot I would use in my final piece, and referred to this view when moving components around. As informed by my thumbnail sketches, I tried to keep the ship to the right most third of the view, with it breaking up the silhouette of the planet whilst remaining surrounded by negative space.



I then got to work on the frigates. My thumbnail designs indicated that they would be somewhat simplistic in nature, being distant simplifications of the overall silhouette of the Ward Ship. As such, I focused on creating the form I used in my key art, with a bulging undercarriage that could house the mining lasers they would use to extract resources.


With all the components of the scene complete, I arranged them in the composition and looked at the scene from my predetermined camera view. I would then go on to base my final piece off this scene.

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