After a summer hiatus, the Fearsome Beastie team are back at work! We have plenty of new material, artwork and CG items to share with you. The last time we mentioned the children’s bedroom, we had been modelling the CG room and prop, as you can see below…
The wallpapers and colours have been decided on and we can now show our final style frames from the downstairs room of the children’s house. Don’t forget, the action takes place at night, so the night frame at the bottom is much closer to the atmosphere we will be creating.
The process of building the village, piece by piece, is a time consuming one. After Katie has designed each item (from houses and streets to lamp posts and benches), Jon then builds a 3D model in Autodesk Softimage, as you can see below. However, there is quite a lot of ‘back and forth’ between Katie and Jon as assets are refined and re-modeled, as you can see from one of Katie’s notes about the street below.
The Fearsome Beastie’s cave is one of striking images from the book, and a scene that we were relishing getting stuck into in the film! But it wasn’t only the cave that excited us – the trees, woods and screnery that surround the cave (and that Beastie would have to traverse to reach the town) were environments we could really be creative with. These 2 images are concept designs of the trees and atmosphere, very much when we were still seeing things in 2D:
The last time we showed the house, it was much more blocky and square, and was a much simpler, white 3D model. Since then we have done further refining, colour tests and have fully textured everything. This is a bit of a summary post, as we don’t have a lot of visuals from the texturing process, but we hope you can see how the house progressed from half colour tests to final texture:
After the downstairs room had been modeled in 3D and basic colours had been decided on, there was still a lot of thought given to the details and how the colours would balance with patterns. Katie and Jon wanted the children’s house to feel cosy, loved, and lived in, and for this they chose warm reds and pinks, a lot of photos, and a slight worn texture to everything. We wanted to show you a few variations from the many experiments we did with wallpaper, colour and textures.
If you’ve been enjoying seeing the characters and environment come together, then this post may not be the most exciting of them all! As important as the large environments are, such as the houses, cave and interior sets, every small detail and prop must be designed, thought out and fit in with the world. Below are a selection of smaller, background props that make up the village scene.
A few weeks ago we showed you the concept designs for the children’s bedroom – lots of moving furniture around and deciding where best to place beds and windows for the best shots. Well, with all of that signed off we were ready to go into building mode. Using Autodesk Softimage Jon began building the room, beds and toys.
Our last post on the children’s downstairs room was at the CG modelling stage where we build all the furniture and finalised scales and layout. Now comes the colour!
We took the 3D models as an image export and took them into Photoshop and first apply a basic colour wash to large areas to find what colours work. The smaller items are then coloured, and finally detail is added to everything. We then repeat this over many versions to test a whole range of colour compositions. The above gallery shows only 4 of these tests – we did over 20 for this room alone!