So based on Martin’s (aka Loramel – Ara’s Tale) advice regarding using mesh objects for later UV texturing, I decided to stop playing around with the original curve set up and try doing it with meshes. I opted for using a mirrored plane object using the solidify mod for thickness, and subsurf to smooth out the curved surfaces. This works quite well, however the real issue is the amount of fiddling that is required to get the planks to fit the hull framing and appear as a single smooth surface. As you can see by the screen shots attached, it’s very difficult to get it all looking smooth like a real boat would, I may have to try again with the curve solution instead.
After deciding a more detailed mesh was needed for this model I started over using a balsam wood model plan as the guide for creating the frame pieces. This way I will have much more accurate guides for where the hull planking will go. This is the initial skeleton of the ship frame put together. Some curved surfaces still need smoothing, as I have not yet applied the solidify modifier on most of the meshes.
Okay, it’s been a while, but I was able to make some small progress yesterday. Originally this shot just had the monk turn from the well, dropping his bucket and ladle, and running back toward the monastery to sound the alarm. Having thought about it a little more, I thought it would be much more dramatic for him to be shot down with arrows before reaching the monastery. Bows were not extremely common weapons for the vikings, but there is some evidence that they may have used those weapons occasionally, so I thought I could get away with it. I think it really improves the shot quite a bit.
Also, yes, I realize the monastery in the background is floating a little bit, but it’s not important enough to re-render, it’s just for placement right? haha…
Okay, so I continue to make progress on the animatic. The last shot we saw was the establishing shot of the lone monk drawing water from a well just outside the monastery wall. Shot 5c cuts to a close up of him drinking water, and then we see him slowly look up as he realizes something is coming in to shore from the open sea. The fog and mists start to clear as 3 viking raiding ships come into view.
It’s been fun working on these animatic shots. It’s sort of like sketching for me, as I can’t actually draw. I’m really starting to get the ideas in my head out onto the screen while working on these shots. Being able to not worry about detailed meshes and textures of any kind is sort of liberating in a way. Just plain colours on the meshes and some basic lighting is enough to get the point across about the idea for the shots. It’s also good practice to start playing with simple armatures needed to do the simple poses and motions in the animated shots for the animatic (there is movement in some of the shots). It’s amazing how much definition you can achieve for a shot without worrying about fine details. The feel of the shot and the framing of the camera are all starting to get defined, and even though none of these meshes will be used, it’s sort of nice to see the project as a whole progress at these low detail stage.
Finished Shot 5a. This is the first view we get of the victims of the viking attack, the irish monks at the Lindisfarne Priory. The opening shot starts with a lone monk drawing water from the well. more to come…
Still working on the low res animatic for this project. Was able to complete shot 3 tonight, which is the interior of the viking cheiftain’s lodge. Just a simple zoom from front to back, but it feels good to get it done.
Was interesting to learn that a common flag style for some viking cultures was not a rectangular shape, but rather a semi-circular shape with tassles. Also the icon of the raven was widely used as well. Here’s a short animation of a flag test.
- Blenderart Mag Issue #41 now available
- Blender Foundation at Siggraph 2013
- The Incredible Adventures of Van Helsing
- Shuttleworth Foundation Flash Grant
- CGTrader hosting a 3d printing contest
- 3D printing competition by CGTrader
- Get Your Own Sintel
- Chocofur: Furniture Models for Blender
- Fanart by Carlos Zamora