Kyomi Richards: Digital Environments
Friday, 13 March 2015
Colour Correction
I didn't leave myself enough time to render my scene in full quality as I underestimated the size of my scene and how long each frame would take to render out. So instead, I took my final image of my scene into After Effects CC and applied some colour correction to show how I wanted it to look when complete.
I applied auto colour to the image firstly which I was happy with, as well as adjusting the scene using the curves and hue/saturation editors until I was happy with the final look.
BEFORE
AFTER
Scene Creation/Breakdown
I started to build up my scene, starting with the cabin as my centre point. I wanted the audience to be able to easily identify the environment as a forest location using simple and aesthetically pleasing modelling. I also wanted to create a friendly and charming atmosphere in the scene.
I started by placing my cabin model and a selection of my tree models in the scene. I created simple props surrounding the cabin, such as small logs and a tree stump to show the cabin dweller's carpentry craft. I made them simply using the same technique and I used my previously made bark texture to colour them.
I lit the scene using a basic physical sun and sky that I adjusted to create a glowy sunset lighting. I also put a spotlight inside of the cabin, projecting on to the floor outside to create light supposedly from within the cabin, suggesting that is is occupied by my character.
I started by placing my cabin model and a selection of my tree models in the scene. I created simple props surrounding the cabin, such as small logs and a tree stump to show the cabin dweller's carpentry craft. I made them simply using the same technique and I used my previously made bark texture to colour them.
I lit the scene using a basic physical sun and sky that I adjusted to create a glowy sunset lighting. I also put a spotlight inside of the cabin, projecting on to the floor outside to create light supposedly from within the cabin, suggesting that is is occupied by my character.
I added more colour saturation to my lights to bring out the detail in the scene a little more and duplicated my tree stump and placed the odd stumps around the ground to show that the carpenter has been using the natural resources around him to build his home.
I added even more colour saturation to my scene to create a better looking and more appealing environment. I also added some trees to the foreground and created a couple more props around the scene such as logs propped up around the tree stumps.
I extended my terrain plane so that no edges could be scene in shot and to give the illusion that we are only seeing a small part of a large environment.
I added even more trees around the cabin to create the impression of a denser forest.
I decided to add a block colour to my terrain as the previous texture was too distracting and busy for the environment.
I modelled some paving stones leading from the cabin to the camera, creating an inviting feel into the scene, intriguing the audience about the cabin. I also modelled a basic axe and placed in off centre into the scene. This gives the audience more of a glimpse into the life of the character living in the cabin.
I created a plane and textured it with block colour orange, scaled it down to a thin strip and adjusted the width of the vertices on one side to create a blade of grass. I repeated this a few times and scattered the models around the scene to create small patches of grass in the terrain.
I modelled some basic pyramids and textured them with a block colour blue. I then took them to the very back of my scene to create a background and faraway looking mountain range in contrasting and complimentary colour to my scene.
I created tiny spheres textured with light yellow block colour that I added a glow to to create fireflies. When I added them to my scene it also effected the glow of the cabin and made it overly saturated.
I adjusted the glow and the diffusion of the lights to get lighting that I was happy with.
Assets
My four variations of tree models. I created the trees in 3D and applied my own hand-drawn 2d texture for the bark. I then hand drew the leaves in 2D, made the backgorund transparent and applied the designs to planes that I positioned on the 3D branches. I am really happy with the finished looks:
The 2D bark texture and leaves/branch design:
I created a plane, and using a displacement map, built up the ideal terrain for my scene. I was able to modify it to my preferred design.
I added this basic 2D texture to my terrain.
I created the cabin from scratch using polygons in maya. I used a transparent plane to create a window where the interior light could shine through.
Sunday, 1 March 2015
Research and Inspiration
Firstly I started looking at photos of different types of cabins in varying woodlands:
I decided to choose a classic wood cabin like in the photo above for my environment as it felt more handmade like a carpenter would build himself, staying true to the narrative. A rich dark wood colour would also compliment my orange forest colour scheme.
I then looked at examples of orange forests:
I really think the warm colours add a rich, deep look to the forests and I'll definitely create a similar colour scheme for my forest.
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