#photoreaslism
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Lifesavers III 24 x 36 oil on canvas #anngoldbergstudio #photoreaslism #lifesavers #oilpainting (at Vancouver, British Columbia) https://www.instagram.com/p/CpnqFbGPRsN/?igshid=NGJjMDIxMWI=
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Video
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Above is the trailer video that I developed for the Final Major Project along side the conceptual art of the characters and items. I created this video in Adobe Premier Pro, each scene is made up of individual frames as I rendered the animations in PNGs, this is because rendering them out as actual video allowed the opportunity for the footage to be corrupted if it was accidentally stopped or interrupted. There isn’t much to say about how I put the footage together, I had already rendered out the footage to the length I’d wanted, so I simply imported the frames into premier as an image sequence then set it so the frames would play at 24 fps. The outro to the trailer was slightly more complicated, as I had to create it within after affects. To start off I imported the compass rose and celtic knot logo I had created in illustrator, along with the title and nordic text; I made sure to keep these all on separate layers so I could edit them separately. For the compass rose, I key framed it to rotate into place and had the scale fall slightly whilst it rotated; this was to add to the focus affect that I wanted on the logo, to achieve that I used a radial blur affect that was key framed to gradually sharpen as the rotation stopped. Another affect I wanted to take place during the rotation, was the outline slowly appearing, for this I used the Vegas affect and set it only to have one segment so when the outline was fully formed, it would only be made of one outline. Finally, I added a to the compass rose. Next I copied this compass rose layer and changes the colours so I had a dark blue layer, light blue layer, purple layer and a pink layer and then I moved the key frames so they were just out of sync, this further added to the focusing effect. I followed this same process for the Celtic knot, though the design was far too complicated for the Vegas outline affect, so I need to find a way to disguise when it appeared on screen, so I added the flash affect, though this didn’t quite hide the knot and text pop in, so I added a quick fade in, so it wasn’t so abrupt. Now that everything was set up, I finally added a glow affect to all the layers and I made sure that the glow's colour matched the object it was put on, though the colour was much more pale. Finally, I went through the video and began to add some music and sound effects, granted these were not the best in the world, but the video just seemed rather odd in a silent state. So I went through the internet and found some music that matched the tone of the trailer as well as a small nordic-esque melody that would play over the logo; I made sure that the music faded in and out during the dark period between the 3D animations and the logo. I also looked for some rain and lightning sound effects for the hallway, a subtle wind noise for the dungeon corridor, a low hum for the cave and a wind effect for mountains. So the sounds did not seem to abruptly appear from nowhere, I creates a quick fade transition between each of the sound clips. Thankfully, none of the sound had to be perfect due to the fact I'm not being graded on it, but I did make an attempt to mix the audio as best I could. Whilst creating this trailer, I kept in mind the retro theme, so I wanted the graphics of the trailer to look like it was from a game from about fifteen to twenty years ago. I think I achieved this goal as I could have made the final product much closer to photoreaslism than I did. I feel the final outcome is representative of the technical limitations of game developers in the past. Granted, the trailer is rather simplistic and I wish I could have done more with it, but the goal from the outset was to create a teaser trailer that showed off some of the environments from the game, something like Elder Scrolls 6's trailer. Unfortunately, I did have to remove quite a bit of content because the render times would just take too long and would mean I wasn't able to meet the timeline. As a closing statement, I am really happy with how the trailer came out, especially with the fact that it links to the retro theme as I feared it would not. I would have preferred if I was about to keep the footage that I had to cut, but I don't think the short and sweet nature of the trailer doesn't hurt it.
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