Friday, 30 January 2015

Week 3 - Some Lovely WIPs


Still need to sort out some bounce light under the bed, add in some shadows and dust particles, and play around with the levels.


Composition overlay. Focus on triangular composition, balance, golden ratio and hints of red to keep the eye in the frame.

Yay. I'm getting somewhere.


- Hannah

Monday, 26 January 2015

Week 3 - I Have Recovered From The Sick

So what am I going to get done this week?

This is the last week of my pre-production but after last weeks sickness I may end up extending it by a couple of days. 

The plan this week is to finalise my concepts for both the character and the environment. Considering I'm not a concept artist, these are unlikely to be incredibly pretty, although I will try my best to make them so. They need to do a job, which is tell me exactly what my environment and character are going to look like. This will be an ongoing process as well, continuing into the modelling stage. It's much quicker to do a paint over than change an entire scene. 

I will also be finishing my base sculpt for the character some time this week. I plan on doing both a male and a female one as I'll need bodies for the murder scene. 

That's pretty much everything. This week I should be posting more as I get concepts together. 

Okay, lets go! I'm pumped.



- Hannah

Sunday, 25 January 2015

Week 2 - So Much Testing

 This week as been hectic. I've been really not well which has put a bit of a downer on my progress, but I'm back and ready to go.

My main goal this week changed a little from the beginning. I began concepting but realised quickly that I needed to create a more detailed, more to scale white box to work from. I created some basic white box assets and did some further testing with lighting and other effects.




I pulled in the size of the white box so I can focus my efforts on a smaller area. The shots are pretty much decided so it's just a case of concepting them out properly so I have an idea of the assets I'll be making.

Some quick lighting tests. Basically just playing around with colour and shadows.

I also overlooked in my planning that I'll need a view outside of the window (how stupid am I, really....?) but after some research and breaking apart a few Unreal 4 sample levels I've got a strong idea for how I'll make it work.

I created a material and a blueprint for flashing lights.

Material for Flickering Light

Blueprint for Flickering Light using a timeline
I prefer the material version, it gives a better effect and with some more tweaking I can make it a little more random.

I'm going to be experimenting with particle effects as well for breaking lights and hopefully importing a ceiling fan with some animation in to make sure that works.

I also created some water, to test out whether or not I could do it for the bath. It requires a lot of tweaking but it's getting somewhere. Bath water is very still so I'll have to play around with the normal map.





I've also began photobashing some concepts together so throughout next week you can look forwards to those.

It's been a less productive week than I hoped due to this horrible bug I've had, but next week I'm going to come in all guns blazing.

- Hannah

Monday, 19 January 2015

Week 2 - Let's Get Down To Business: Concepting

This week is going to be a busy one, so this is just a quick post to keep you guys up to date with what I'll be up to, and to get me on track.

In one word, my week will be "concepting".

  • Photobashed thumbnails for the environment, with a push towards the final
  • Begin character concepting
  • Finish the base anatomy meshes
It sounds simple, but it's going to be a lot of work to achieve the look and atmosphere I want in the environment, and the recognisable silhouette I want from the character. 

Sorry for the short blog post, but lots to do today. 

- Hannah

Saturday, 17 January 2015

Week 1 - Basic Lighting Tests

Sorry this blog post is coming a little late.

It turns out that actually doing the research I needed on the noir style took a lot longer that I thought it would. However, I've got a lot of the basic ideas down now. That means the next two weeks can be used to concept to the best of my ability.

Yesterday, I got together all my key images. These are what I'll be using to decide on my composition and lighting in my final level.

Sources

I've learnt so much this week about composition, lighting techniques and the whole noir aesthetic.

Now that I have the shots down, I need to figure out the environment. I narrowed down the original few ideas I had after putting together some moodboards, and I've settled on a hotel room/apartment murder scene.

I created some quick layout plans with some ideas about where the light sources would be.


I created a few white boxes but decided to settle on layout 3, although the white box I created was a little too big. I'd like to pull it in a little to make sure that I can focus on quality rather than quantity.

I took the white box into Unreal 4 and played around with some lighting set ups to see if I could get the shadows to cast properly. I also wanted some good screenshots to paint over to get an idea of what the final environment would look like.





I also created a quick blueprint for flickering lights, just to make sure that its something I could do fairly simply. I'll be able to get them to trigger fairly easily.

So lets do a review of the week.

  • Research - Kiss Me Deadly and Seven
  • Research - moodboards
  • Research - noir and neo-noir visual characteristics
  • Moodboards - composition and environment
  • White boxes - alleyway and multiple apartment layouts
  • Unreal 4 - Lighting tests and blueprints work
The style guide is in the works, much of it will come from the key image mood board above. The anatomy mesh is also nearly done and I've got some basic thumbnails done of shots I'd like. Paintovers shall commence shortly. 

I am a little behind, but I'm pretty certain I can catch up next week. It's going well. 

- Hannah

Thursday, 15 January 2015

Week 1 - No Sins Here: Visual Characteristics of Noir and Neo Noir (Seven)


I'm ashamed to say that I'd never seen Seven all the way through until yesterday. I'm kind of pleased about that though, because after reading into all the noir and neo-noir visual cues and such, the film made a much bigger impact on me. 

I got some fantastic ref, especially of murder scenes, and I've done a little bit of visual analysis. Here are just some of the 150 stills that I picked out. I'll be trying to apply some of the techniques I learnt from this into my own work. First, lets look at the check list:
  •  Chiaroscuro lighting
  •  Bars, Diagonals and Frames within Frames
  •  Long Tracking Shots and Deep Focus
  • Obscured scenes
  • Urban settings filmed at night
  • Dutch Angles and Inverted Frames
  • Water and Reflections
Oh boy, does this film hit all those visual markers.

Look at that magic. This film makes brilliant use of chiaroscuro, even though it's shot in colour. It creates a fantastic sense of atmosphere and is used to great effect to highlight the characters. Somerset's profile shown contrasting against the lighter curtains would look brilliant on it's own, but it's enhanced by the bars and frames within frames, as well as the image being distorted as it's shown through glass. Its a fantastic shot that really puts you on edge. 



Again, the bars and frames within frames reflect how trapped the characters are in this scene. I particularly love the use of colour however. Tracy's bars are white; she is somewhat virtuous and dislikes the city she's been forced to live in. However, Mills' bars are black. This perhaps shows the contrast between these two characters, and maybe how Tracy is trapped by Mills' actions. 

Or maybe I'm reading into that too much. I don't know.

Those Venetian blinds though... Plenty of beautiful contrast, patterned shadows, frames within frames, and a distorted image. The foggy, horrifying atmosphere is presented beautifully in this scene. 

I loved this shot, panning across the two rooms, showing how isolated both Somerset and Mills were, even from each other, by this case that only gets worse and worse. Chiaroscuro is being used here to highlight the two characters while they are boxed in. 



There were some really interesting camera angles in this film as well. The Lust murder scene was so... twisted and the colours and camera angles used in the scene really reflect that. You felt uneasy watching it. Such saturated reds mixed with these sickly greens. 
There also was some use of inverted frames as well, which was pretty interesting. 



So I suppose we'd better talk about the killer. Kevin Spacy was terrifying in this movie, and the cinematography only helped to enhance him and his role. A lot of reds were associated with him throughout the film. 
However, one of my favourite scenes was the car journey to the "big surprise" awaiting Mills. Aside from the fantastic acting, visually it was very well done. Both John Doe and Mills are shown behind these bars, where as Somerset never is, although he does frequently see John Doe through the rear view mirror. This reflects how the both of them are locked within this long sequence of events and both of them will be trapped by the outcome. 

That repeated red motif is used again here, highlighting John Doe as the central point of this shot. Chiaroscuro and rim light are again used to great effect.

Again, repeated red, as the two detectives and the audience first catch a glimpse of the killer. Everything is pointing towards this man, he is even framed in contrast with the light window behind him, with two big, red exit signs either side of him. Fantastic.

This is my favourite shot. No joke, I thought it was absolutely fantastic. Reflections aren't often used in neo-noir, but this whole image came together and hit me like a tonne of bricks. The reflection, with so much distortion from the rain that you still can't see his face. The inverted frame, the heavy contrast. It's so "noir" it hurts. 
And just to top everything off, the credits role backwards again.

Seven, surprisingly, had a lot of similarities to Kiss Me Deadly. The "big bad" hidden from view for a large portion of the film, the box that you never see inside (at least it wasn't a nuclear bomb again), and those damn backwards rolling credits. 

This film has given me so much inspiration and reference for this project. It's grimy, urban, dark atmosphere was brought together with some beautiful cinematography (nice work there,Darius Khondji), and the sets were very well designed. It was a noir film through and through: the visual cues were there along with complicated plot and the world-weary protagonist. It also had the neo-noir violence and eroticism.

I'm feeling inspired. 

- Hannah

Wednesday, 14 January 2015

Week 1 - Kiss Me Deadly Asset Moodboards

I threw together a few mood boards with the stills I took from Kiss Me Deadly. I did some quick outlines just showing the kinds of assets I may end up creating. Thought I'd post them up here.

Kiss Me Deadly Asset Inspiration
Hotel/Apartment
 Asset Ideas:

  • Lamps (lots of those)
  • Windows (interesting shapes)
  • Venetian blinds
  • Bed (refer to the scene in Carver's bedroom for a more motel-like bed)
  • Mirrors
  • Phones
  • Answering machine
  • Drawers
  • Globes
  • TVs
  • Wireless
  • Sofas
  • Chairs
  • Plants
  • ALCOHOL
  • General table clutter
  • Coffee tables

Kiss Me Deadly Asset Inspiration
P.I/Detective Office
Asset Ideas:

  • Desks
  • Ashtray
  • Windows (open?)
  • Venetian blinds
  • Lamps
  • ALCOHOL
  • Desk clutter (pens etc)
  • Type writer
  • Sofas
  • Tables
  • Books
  • Filing Cabinets (in various states of disarray) 

Kiss Me Deadly Asset Inspiration
Back Alley and Bar
Asset Ideas:
  • Bar
  • Alcohol
  • Ash trays
  • Mirrors
  • Microphones
  • Pianos
  • Glasses
  • Chairs
Asset Ideas:
  • Fences
  • Shop fronts
  • Phones
  • Mirrors
  • Bar windows
  • Hotel stairs
  • Lots of stairs (vertical?)
  • Dumpsters
  • Bins
  • Clutter (paper etc.)