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FMP-Porfoilo

FMP- Model and Texture

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FMP-Porfoilo

FMP-Rig monster

Categories
FMP-Porfoilo

FMP-MODEL

monster:

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FMP-Porfoilo Uncategorised

FMP- Design’s Details

When talking to Michel about the story, he gave me some advice on the setting. For the characters in the story, think about the gender, name, and personality of the main character, as my style of storytelling has an oriental element to it.


Suggestions:

  1. You can consider the gender of the main character, would it be more contrasting if it was a girl. From a distance it looks like a boy, but up close it looks like a girl. For example, when the wind blows through the hat or veil, the character’s eyes and face are feminine in close-up.
  2. doing water in maya would be a bit easier than ue5, and the result would be okay
  3. give the character a name.
  4. when designing the character’s clothes, consider making it have the same elements as the monster, to imply that the protagonist and the monster are the same character.

After I get these advices, think about and make improvements to the protagonist’s setting.

I wanted to create the protagonist in a state of amnesia, where he’s immersed in his dream world, and at the end it dawns on him that he’s the monster that’s been there all along. The things he dreams about are actually his memories, except that at the time he was appearing as the monster.

The protagonist, despite his uncertainties, wandering, and self-questioning throughout, must be a composed and emotionally stable monster. Inquisitive about people, yet when actively pursued, frequently yields negative outcomes. People are naturally afraid of things they don’t comprehend, yet they also have an insatiable curiosity about them.


Charater’s name

I looked up a lot of names for this characteristic and discovered that Glaucus is the best fit for the character.

Glaucus, surnamed Pontius, was a sea divinity. Originally a fisherman and diver of Boeotia, he once ate a magical herb and leaped into the sea, where he was changed into a god and endowed with the gift of prophecy.
Glaucus atlanticus is a species of small, blue sea slug, a pelagic (open-ocean) aeolid nudibranch, a shell-less gastropod mollusk in the family Glaucidae.

Glaucus is both a reference sea creature name and a god’s name, both mysterious and straightforward. As a god, it possesses great power; as a magical sea creature, it is one of the main references for the construction of monsters.

The protagonist can fly, swim in the sea, and transform into a human. A beautiful appearance combined with powerful abilities makes him both a blue angel of the ocean and a frightening monster.


Clothes and Weapons

Idea:

I’d like to design a wasteland style costume that will be slightly distressed and can be worn by both men and women. Because of the main character I would like to design as an androgynous character, he should be between 14-15 years old with no obvious gender characteristics.

At first I was thinking of boys, but after hearing the advice I thought it would be more appealing to add a feminine touch. Because gods and sea animals are gender-neutral, hermaphrodites.

I have looked for many pictures of fashions and I want to design a costume that is suitable for putting on and taking off. It needs to have a jacket, an inner dress, trousers and shoes.


Based on these pictures I have come up with a few points.

  1. Wasteland fashions tend to have hats, bibs, lots of strings and the costume has to be wrapped around the body to keep the wind and sand out.
  2. Jackets are more contoured and the fabrics feel stiff.
  3. Waistbands are tightened to reflect the shape of the body.
  4. Loose, comfortable trousers make it easier to move around.
  5. There are some irregularities in the symmetry of the clothes.

reference

For bags and weapons, a medieval fanny pack that holds both daggers and loose change. Very much in line with the fantasy worldview setting, in which the Chinese and the Western blend into each other. People with oriental styles and western monsters transform into each other.

Reference

Design

Design:

A draft of the initial version may be seen on the lower left, however I believe it leans too far towards fashion. Rather, it doesn’t represent the features of the monster, and it seems as though the people and the monster are incompatible.

The second version is the drawing above the first, with the jacket’s shape changed and several details added to better capture the features of the monster. For instance, the jacket’s sleeves are fashioned like the gaping mouth of a monster, complete with tooth accents. I put a skirt at the bottom that has the shape of the monster’s wings. The monster’s body colour, which ranges from dark to light, is the overall colour. As a decorative, an earthy-looking bandage was added.

The final outfit changed the hat, trousers and shoes but retained the jacket from the second iteration. The monster has a lengthy form because I made it thin overall, but the bottom of the second iteration feels rounded. He took off his bibs and put on a hooded sweater with extra string. In keeping with the worldview, the fanny pack design was also modified to resemble a more mediaeval one. In keeping with the impression of the individual fleeing in the opening scene, the dagger is likewise worn out. The interior’s white, short-sleeved clothing complements the relaxed, cosy vibe and is interchangeable for subsequent scenarios.


Monster

I went to the Natural History Museum and did research on the body structure of whales and pelican eel. This set the stage for the subsequent design and rigging.

Reference

Design

Idea:

Referring to the head and mouth of the pelican eel, along with the body and pattern of Glaucus atlanticus. created a completely new species that fits into my perspective.

The yellow portion of the tail resembles the lantern of a lantern fish, which has the ability to glow in the dark. In this way, there will be light and a more attractive image when the monster swims in the deep sea.

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FMP-Porfoilo

FMP-IDEA

Thinking Process

I continued the drafts that I had done in my previous semester class. I came up with three drafts at the time, one of which I did as an assignment at the time, and the other which became the inspiration for the final work.

At the time, the plot was constructed so that the protagonist was running away at sea and was being pursued. He encountered a monster that consumed him along the route, but the sequel lacked coherence.

George did tell me that the story was engaging, but it was still lacking a finish and some more description.

I gave it a lot of thought as to whether it would be more interesting if my story was sort of sliced and diced. The primary character may not always have the same persona due to scene changes brought about by various transitions and time alterations.

After deciding on these points, I organized my story and added some settings.

  • The story is now about:

‘Dream’ is an animated short film that follows the protagonist Glaucus as he plays different roles in different dreams, but he himself doesn’t realize that he is dreaming. Instead, Glaucus feels it is real. In each dream, Glaucus meets a magical monster. Sometimes the monster is cruel and tries to eat him, and sometimes the monster and he live in harmony. During this continuous exploration, Glaucus discovered that the monster turned out to be himself, and all these were his memories of what happened before.

I wanted to make the film feel like dreamcore.

I was very interested in strange creatures, familiar places and people and seeing yourself.

This file has some of the mental journeys I was thinking about at the time.

Character design

  • Monster:

Combine Pelican eel and Glaucus atlanticus. This creature would have a large mouth to feed on and beautiful appendages to support its flight. Ideally, this creature would fly like the legendary “鲲.”. The “鲲” is a legendary fish from the northern sea, a creature that looks like a whale.

Glaucus atlanticus
Pelican eel

  • Character:

The protagonist is a robber on the run in the opening scene, and to further emphasise his identity, his clothing is more in line with the wasteland aesthetic, complete with weapons.


The protagonist is wearing more relaxed and loose clothing in the second scene since he is fishing in comfort.


When the main character opens his eyes and rests on a monster in the third scene, he realises that he is the monster. Perhaps the outfit is more akin to the monster.

Three layers of clothing could be designed to achieve a dressing-down effect by hiding the clothing. The innermost layer could be the thin clothing worn when conscious of waking from a dream, the second layer would be the tight clothing worn when escaping, and the outermost layer would be the loose clothing worn when fishing.