Thursday, November 29, 2018

Revamped Temple with Sconces

This week we're revisiting the Prometheus temple once more, and revamping the draw-over that was done a few weeks ago. I've included the sconce torches, column designs, and Prometheus' weaponry that were agreed upon by the team, and voila, the new temple.


Thursday, November 15, 2018

The Robots Come Alive!

The latest progression in this Prometheus chronicle will be moving ever further into the 3D realm. My contribution for the team was to get the robots moving so that they seem less static when experienced in VR.
The premise behind their pose is that while Zeus may have imprisoned Prometheus in the crystal, that has not prevented her robot creations from coming to memorialize their creator.

The animation was done in Maya, using the rig for the manikin available in UE4. I attached some basic controls to its skeleton. The animation is a quick bow and hand gesture to expresses devotion and reverence.
It was then a matter of implementing the animation to the skeleton of the robots. The trick was to get the animation to work once without looping, which required a state machine.



Thank you!

Thursday, November 8, 2018

The Temple and the Crystal - Prometheus Continued

This week we our focus was the final color of the environment and characters for our fresh, modern take on the Prometheus story. Sam has been doing a great job assembling the 3D environment in VR, and my task was to work with visualizing the color choices.

Below are three different approaches to the lighting and palette for the temple based on what we agreed upon as a team from references images of Moebius source material.
The range we were shooting for was somewhere between the cool hues of blue to pink/purple, while also incorporating the warmer amber/orange/red as well.




Thursday, November 1, 2018

Prometheus in the Crystal

The next stage in the Prometheus journey has been hashed out this week, and as an environment lead, we went about honing in the look for our virtual crystal world.
For the concept art portion, I took a quick rendered shot of our proxy environment and used it as a reference for the piece.



The focus of our style is the line work, so that had to come next and be prominent. In addition to that, color and light will play a huge role in fleshing out the fullness of this world. These are the final results in both color and black and white for Prometheus trapped inside the crystal within the temple.



Thank you!