RETROSYMMETRY
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BLACKBEARD

THE END IS NIGH!
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OVERVIEW

AIMS OF THE BRIEF​
what are the learning outcomes (ILO)s? pop em here
OUTCOMES​
A 1 minute length animation, detailing the story of Blackbeard.
IMPORTANT INFO
4 weeks,

week 1

DONT BE A SQUARE

Researching simple 3D polygon animation
(Time to go back to the 90's)

Translating art to polygons:

YOJI SHINKAWA (used in the Metal Gear Solid games)
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YOSHITAKA AMANO (used in the Final Fantasy games)
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The pitch

Initial test

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texturing

Making my textures worse

Looking into the capabilities of texture making with computers in the 90's, I found out htings like the limitations on colour channels, resolution and colour indexes. To achieve a similar look with a modern computer, I simply set the image resolution to no more than 256 square pixels, a low resolution (usualy 32 bit, but sometimes lower to save time), and also set the colour channels to "8-bit", this allowed me to then use the "Indexed colour" option on image mode, which essentially compresses an image like a GIF, with only a select few colours outputted, resulting in beautiful grainy image quality- Very retro!
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Applying textures and finishing modeling

How to gun

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Finished test model

Using various methods such as the symmetry mode, I finished modeling the test pirate. I also discovered that you can package multiple textures onto 1 image, and simply scale them to fit different parts of the model. (HUGE TIME SAVED!)
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finished textures, rigging and beginning animation

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BRANCHING OUT

Test animation

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Expanding the cast

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Overlay sketches

animating

1. changing object state

2.physics simulation

3. rigging

OUTCOME

the final outcome, maybe the penultimate. the first time you make a final, maybe ou had to go back and re-develop, but mainly focus on the beautiful presentation of your final work, and how it can be used/ applied to real world responses
​(knock their socks off)
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  • Home
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    • ETSY
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