Showing posts with label Headless Short Film. Show all posts
Showing posts with label Headless Short Film. Show all posts

Monday, 16 November 2015

Rhys Harvey Artist

Hello all,

Its been a while since i have posted on my blog and the main reason is because i have put my focus else where. So if you want to see my latest work i will be posting more regularly on these sites:

Website: http://www.rhysharvey.com/

Artstation: https://www.artstation.com/artist/rhysharvey

Facebook: https://www.facebook.com/Rhys-Harvey-Artist-1677059882513226/

Twitter: https://twitter.com/RhysWHarvey

Intagram: https://www.instagram.com/rhys_harvey_artist/

Feel free to follow me and ask any questions you have about my work. :)

Saturday, 25 April 2015

Head Character Texturing

The latest render of the Head character.
Original Design, Sculpting, animation and Texturing created by me. Rendering and Compositing by Matteo Veglia  http://matteoveglia.com/
Textured using Mari with a mixture of ptex and uv's.
Diffuse, Specular and Bump maps for all aspects apart from the head, consisting of just diffuse and specular.
Sub Surface Scattering Texture map also created for the head.
Breakdown of texture maps will be posted soon.

I was very happy with the outcome and particularly how close it is to my original design.

Original concept by me. 


3d Head Textured and Rendered

Thursday, 16 April 2015

Body Texturing wip

So lately I have been focusing on Texturing for My third year film Headless. I have been using Mari and ptex rather than uv unwrapping the model purely because we are short on time so ptex was a quicker option.

Now I have got my head around Mari and know how ptex and uv texturing within the software works I am much more confident with the software and am realising how powerful it is. As I have had to stick to a more stylised look whilst texturing this character I have had to stop my self from getting carried away with details and keep the original look from my concept which was quicker to texture as there is less detail but more frustrating as I feel like I am limiting myself.




The original Concept.






















The Textured Model so far.

Sunday, 29 March 2015

Headless Update - Texturing

Hello all, it has been a while since I have updated my blog so there is lots to show off.

Headless as a whole has been going really well in some areas but not so much in others. I have been focusing on the Texturing side of the film and making sure the town buildings and characters have good quality textures that still fit with original style of the film. UV unwrapping was one of the laborious tasks that had to take place but now all of the buildings are unwrapped and ready for the texture artists. I have taken the role as lead Texture artist, overseeing everyone's texturing and  texturing myself the characters and key interiors and exteriors of buildings. I chose to start with the Flat interior as it was one of the most important interiors and has a lot of assets to unwrap and texture.  

I decided to unwrap and texture the assets as I went along instead of unwrapping everything and then texture everything at once. This way I can start to see it all coming together quickly and realise what to focus on and what not focus on. It also makes the whole process more rewarding for myself as I can see it all coming together as I work and when I get bored of uv unwrapping I move to texturing. doing it this way I have found I work much faster as I'm not doing the same thing for too long.

The original Concept created by myself



Texturing, Look development, ncloth, Lighting and rendering created by myself.

Modeling by Toby Ellis

created using Maya, Mari, Photoshop and Vray





Im very Happy with the outcome so far and its Great to see finally some work getting close to the final stages of the film. I also used Mari to texture this scene and after learning it and continuously finding more things that it can do as a piece of software. These images are work in progress and are created using only diffuse textures. 

I have also been focusing of texturing the exterior of the bookshop, again using Mari and Photoshop.
 again a work in progress with just diffuse and specular maps at the moment. 


















Saturday, 7 February 2015

Modelling and texturing to a style

To make sure that The style of Headless is kept throughout the models and textures i decided to go through the whole process myself from concept to the final textured model in the 2d style.

The original sketch of the stylised shop.



The Final concept from the sketch i created.


And the final Building model and textured to fit with the original style. Modelled in Maya and fully hand painted textures using Photoshop .






Sunday, 30 November 2014

Headless Concept art

The animatic has finally reached a point that im happy with so its now time to move onto concepts :) At this stage in the project I am the only 3rd year pre production concept artist working on this film and with so many modellers working on the project i am immediately under pressure to produce concepts quickly as it has started to get to the stage that the modellers are modelling things such as buildings and vehicles from photo reference and trying themselves to change it to the style im going for but not achieving the look i want. so its been a struggle to keep everyone going in the same art direction but now i have time to create some concepts it is starting to look more like what i had initially imagined. Anyway here are the concepts so far with much more to come.


I did this concept at the very beginning of the project but i have forgot to show it of. but here she is the bookshop owner who is one of the main characters in the film. 


The Interior of the Bookshop 


The missing wall that The camera is looking from in the previous concept.

Boots For The Body 
The Interior of the flat where the body and head live which is situated opposite the bookshop. 



   Building Concepts, influenced by Falmouth




All of my concept Art and 3d work are now on ArtStation! feel free to check it out. http://rhysharvey.artstation.com/ http://www.artstation.com/artist/RhysHarvey





Saturday, 22 November 2014

Headless Update: getting the right style

Its been a while since I posted about the Headless project and a lot has happened.

Being the director and art director on this project i have had a lot of work to do and have found myself telling people what to do more than working specifically on anything. Of course the main role of the director and art director is to keep everything looking the way that i want it and for the story to say what i want it to say and being caught up in doing the animatic and storyboard constantly i have done the character designs quickly in order to get the characters modelled so they can then be rigged. But it wasn't until i looked back on my original designs that i realised the 3d models didn't look anything like the original concepts i created.

here is the turnaround i did for the head.




And a few stills of the 3D Model in progress Created by Alan Ation



then the finalised 3D Turnaround of the head.



After looking at these for a while thinking there was something not right about the character i realised that they where far from the original concept that i did myself. Just being caught up in doing everything else i missed over the important aspects of my original design which i liked so much. So i went back and studied my original concept thoroughly. 


Looking at this and having it stuck to the side of my monitor i soon realised what was missing in my first head character turnaround. It was the small things like the positioning of the eyes, ears,mouth and nose. The shape of the ears and how square they are, the shape and size of the eyes and so on. 

To gett a better idea of how this concept to be created in 3d i got my hands on some clay and created this head character as a real 3d object that i could continue to look at for reference and understand more how it could work. 



Although This was a very quick clay sculpt i was happy with the outcome and it helped me see where i went wrong and how it could be fixed. 
The next stage i took was to re create this clay sculpt in Mudbox as a 3d sculpt that I could refine even more.


This Sculpt was simple but achieved the more innocent and charming character that i was going for and as you can see from the old and new next together the change made a difference and is now more like my original design.  










Sunday, 2 November 2014

Headless Concepts and Art Direction

Before i Pitched This as an idea i spent a long time refining what style i wanted it to be in, i had the style in my head and eventually got it down on paper.

the style is a mixture of artists work that i have seen but all with this similar look using pastel colours with an edgy painterly look to it.

Style reference. 











So After studying images like the ones above I re did some of my old concepts and tried to get this style in there. I Have see this style  a lot now i have been looking for it but im hoping that taking reference from a combination of them and creating this in 3D with give it a slightly more original take on it.  

Here is all the concepts so Far for headless all created by me. 












Concept art is something that I have always loved doing and is something I wish to do a lot for this film. But being the director and sorting the story out at the same time is making it difficult to create the concepts along side all the other work. The concepts are a key thing to have so modellers can then create the stuff in 3D and keep to the style but at the moment the modellers are quicker at doing the work than there is concepts being produced so I have started to recruit extra concept artists and am still looking for more. 

Flat design

A key part to the story is figuring out how everything is going to work in 3D and how things are going to work together in a way that the story makes sense within the environment. The flat interior was one of those environments that had to be right and fit with the style, i didn't have the time to design this so i got a second year on board 

Katie Wyman, who is brilliant at concept work and i asked her to design the interior of the flat, at this stage it was just a plan to get an idea of where everything would happen. 

I gave her information about what was going to happen in the story and what we would need where and this was the result. 

it may not seem like much at the moment but i was very pleased with it as it all works perfectly and fits with everything around the story that will take place in the apartment.