Group Project
The Hunt
The Hunt
Concept art created by me during the early stages of pre production. It was fairly flat with no shadows, but it did a good job of representing the clustered together houses on the narrow street. It sets up the medieval and night theme of the animation as well. The lights coming from the houses windows are important to have an idea of where they need to be in the scene's, as they will producing a majority of the lighting in the scene. The final environment represents this concept very well and I'm happy we were able to produce it so closely to the concept art.
Mood boards created by me for the guardsman and the street
A Trello board I created for the group to consolidate idea's, plan out roles and tasks.
The first Previs I made in Maya. Everything in the scene was created with the intention of simply being a placeholder. I also textured some assets to help guide the aesthetic for the texture's and tone of the scene. The camera's were setup using a cut-out image plane that I animated around the scene to emulate a character moving in the scene.
When Alex remade the entire scene in Blender and exported it to Maya. None of the previous camera's were in the correct position. I needed to recreate them all again and animate their movements all over again. Still without any rig for the knight model from Max. The previs was a little difficult to have a grasp on timing and spacing without any real motion from a character. Shots 2 and 7 were the most time consuming camera's to animate as they are supposed to emulate a POV of the monster stalking the knight.
I modelled and textured this tavern sign in my spare time while I was waiting for the completion of the knight model needed to start animating.
I made some rocks to populate the ground, another modelling task I completed while waiting for the knight model to be rigged.
I had to remake and apply all the textures for the flag as the textures made by Max didn't work with the animated cloth sim he made.
I made the outro credits and title sequence in photoshop and edited it in premiere pro.
I did all of the audio mixing for the animation. Which included the footsteps (2 types), growls (3 types), scream and the backing track. Some tweaks to the editing Noah had done were also made, I created a fade between shots 3 and 4 as they had a jarring cut between them previously. Extended the final shot for more impact, it originally happened to fast to even notice.
This folder is the combined contribution of every group member. If I'm to be honest, this is an absolute mess for a lot of different reasons. Everything is named and in the right file. But there are some odd naming conventions and the fact that everything Alex made was initially created in Blender then imported into Maya caused no shortage of instability and troubleshooting was a constant issue.