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5/10/2016

The Blog, Ep 01

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Hello again everyone!

​Welcome back to The Blog :)
First off, I'm just going to expand on how these blogs work a bit. So, I have a set of tasks I have been set in my animation unit that I have to talk about, and I chose to do these in this blog! You guys get an insight into how I work, and I ... pass!

​So, each week will have a different anim/3d modelling topic of discussion. This week? We might have two. (I'm behind...)

​Topic(s): Pre-production and Modelling.

​Pre-production is a term used to refer to the planning process involved in the creation of an animation. This includes sketches, sourcing reference images, and essentially everything that comes before production, hence the name. In reference to the current "Treasure Chest Animation" project, pre-production has included sourcing a number of reference chests, in the art styles I am using, and collating these into a central area for reference. Example below!
Picture
This step is essential as it directs all production forward. Similar to a Game Design Document, pre-production ensures that the artist stick to a singular vision, and does not sidetrack.

​Modelling: This term refers to the construction of the 3D model(s) to be used in the animation in question. While doing this, allowances need to be made for target platform, art style, pre-production planning, and UV Mapping/Texturing (next week!). In reference to the current project, modelling has also included several test models to get a hang of modelling, and to explore different art-styles. Currently, I have achieved a 3D model which I believe I will press forward with. This was constructed in 3DS Max. (Work shown below:)
Picture
Picture
For this project, I have diverted (with permission) from the brief to pursue an interesting art-style (medieval sci-fi). I chose this as I hope to be pursuing this in some of my future projects. For those who don't know, by the way, this project is to animate a chest to drop into the middle of a scene, open, then have coins spew out. I have modified this, with the chest opening sequence modified to open similar to a pneumatic seal (futuristic awesomeness). I also have modified the 'coin spew' section so that instead of coins, an isosphere rises out and rotates.

​Well, that's the animation stuff! Look for more next update :)

​For the other Dracon Interactive stuff, what do we have...
​Hero Rising is proceeding along, with some major aesthetic work done on the explore minigame. You can see that if you play on this website!
​Fatal Core is proceeding ridiculously fast. I am hopefully going to be able to host a WebGL version on this website in a few weeks. Until then, make sure to follow us on twitter @PlayFatalCore.

​Thanks for reading, and I will see you soon!

​Peter Carey
​CEO / Founder Dracon Interactive

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    My name is Peter Carey, and I founded Dracon Interactive.

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  • Home
  • About
  • Media
  • Games
    • The Eternal >
      • Eternal Ember
      • Eternal Shards
    • University >
      • SubTerraneon
      • Hero Rising
  • Tools
    • Sequences
    • Flow
  • Other
    • VR Bow System
    • Project Guardian
    • NLP AI