WEEK 1 FOLIO PLAN
RATIONALE
I would love to explore storytelling with 3D environments, particularly composing a few image (2-4) sequences by the end of the folio that tells a story with developed worldbuilding and lore. Because of my inexperience in storyboarding and creating thumbnails, I would like to experiment with that process to combine it with 3D modelling & experiment with photoshop later down the track. This is so I can improve my knowledge of the development pipeline, but also enrich environments with layers of anthropology (human behaviour) and mythology (environments and beliefs).
I would also like to play around with the concept of a long-forgotten tomb – what creature it entombed, how they are worshipped and the architecture of grief.
CONTEXT
The field I’m exploring is look dev (concept art), film, game, VFX, architectural visualisation and anthropology.
Jama Jurabaev is a senior concept artist and visionary at ILM who continuously pushed 2D art with VR and 3D space. His exemplary mastery of 2D keyframes to concept art and 3D Is a constant source of inspiration.
Thomas Dubois has been a large inspiration due to his eye for composition, direction and architectural visualisation.
METHOD
A research into tomb design in our world will help inform location, culture and environment conditions attached & sketched. Upon deciding a particular environment condition, e.g. Egyptian tombs in deserts, Aztec monuments deep in the lush jungles, will allow me to start hashing out many iterations of the lore, worldbuilding and research into their anthropology. These will inform quick composition thumbnails and what to include, e.g. what kind of pots, murals on the walls, material of the floor, lighting and the condition of the environments. Through this, the aim is to choose one or two possible thumbnails to base 3D modelling off by first bulk blocking the shapes in the thumbnails, and later refining it into space. While this may not be completely modelled with detail, the aim is to be able to have compositions that can reveal the lore without explicitly explaining through words. For example, crumbling walls, flooded floor, scale of the space to indicate importance of the entombed and architecture.
PRODUCTION
Researching tombs and spaces will require readings and referencing images. This will require to be sketched out on paper and annotated with information.
Upon research, photoshop or using dark copic markets to block out possible shapes in quick succession. Though not about quantitative production, the aim is to have fun playing with shapes for review.
After selection, I will be using Maya to 3D model. Though I have not used substance painter, if the opportunity arises and I have time, I will attempt to use it to create detail for the space.
After which I will export the composition from maya and paint over in photoshop, if time allows.
By Yuliang Wang
Email Yuliang Wang
Published On: 10/03/2021