Thursday, March 29, 2012
Week 10: Frankenstein's Lab
This weeks assignment is to design Frankensteins Lab. (Hint: Frankenstein is the doctor, not the monster!) The setting is open, so feel free to be creative, however, its important that it reads as Frankensteins Lab, no matter what setting.
One reference page
30 thumbnails, breaking them into sets of 10:
10 thumbs using circular forms
10 thumbs using rectangular/blocky forms
10 thumbs using triangular forms
Spend an average of, but no more than 5 minutes on each thumb. Be quick, but make sure its not so loose that its indecipherable.
Think about how these shapes influence the design and mood of each piece! And remember these are due Thursday.
Wednesday, March 28, 2012
Jared Jones - Process
Maybe next time I will remember to take more screenshots of my process.
Tuesday, March 27, 2012
Just a note...
Id like you guys to post one image from your movie reference along with your final image, so we can look at the two. Thanks!
Monday, March 26, 2012
Alex Martin Progress 2

Hey Gino, so I added more texture variation to things, I added several more items to clutter the scene although I might need some more/smaller ones, and or emphasize some of the ones I added as a few are getting lost.
Also I realized that the progress I posted last time lacked the red/yellow color shift you mentioned last class. I had to remove the collapsed down layer that the color change was on to work with the individual layers again. But now I've got an adjustment layer over the whole thing.
Any ideas on what to push would be great , from you or anyone else in the class.
Sunday, March 25, 2012
Phil's works
Hi Gino, sorry about this late post, the first two images are for the midterm assignment and the last one is a personal piece which I try to study interior lighting
Saturday, March 24, 2012
Alex Martin Progress

Very little progress unfortunately because I had Don's class today as well.
I'll try to post a better update later in the week(end)
My focus is going to be on cluttering things up with more little objects, adding some texture/material definition and making the paint strokes texture blend better with the render (also that arm still looks awkward, gonna try and fix that too)
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