Houses
and exteriors: from sketches to final sets
- The Orphanage park
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The
Orphanage set: The Gate construction
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Before
I started constructing the Gates,
I thought I've got lucky when found
piece of metal grill to use for doors.
It was only when I was finishing the
gates modell, that I understood that
I actually need bent and battered,
distorted, sad-looking grid doors.
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The
Orphanage set - the curved terrain
on a literally curved base
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I
had to make quite a large number of
trees for the park. Here they are.
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3D
model in the animatic functions in
a certain way, but when executed in
reality, surface of the curved set
looked terribly flat; it was the first
set superstructure that I've built
and it was (now I know) too straightforward
and to neatly done; I used this two
halves in a number of sets later on,
they were damaged and I had to undertake
serious repairs. This particular set
had only benefited from scars of such
repairs. But it came too early in
the shooting and I couldn't predict
what could be done, or at least faked,
at the time. The only way to use that
"naturally evolved" bumpier
terrain that was later available,
and to achieve better effect would
be to re-shoot these shots at the
end of the shooting. And even if reshooting
like that would be justifiable, it
wouldn't be really possible: everything
else on the set - the gate, trees,
lamps, benches, walkway, internal
lighting and cables, and both Orphanage
models - all of that suffered some
degree of damage through use on other
shots, or even if it was just storage
handling. I did what I only could:
I've sprinkled the terrain with some
sawdust and particles, seeds, etc.
And I could only hope for the CGI
mist to hide the bad things.
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For
the shot with car lights approaching
the Gate, I've constructed a rig of
a sort to hold two pocket lamps. I
believed I can't miss with that concept,
but I was wrong: pocket lamps have
a "signature", something
like a prescription-glasses look,
concentric circles with sickle shape
inside when in focus, and just rings
of light when blurred. It wasn't working
as it should, it looked messy on the
rough surface. The shots were useless.
I had to envision and scratchbuild
a completely new light source, so
I took a table lamp and directed it
through two metal pipes. That was
heavy and cumbersome, but I got it
to work OK. And OK was just good enough.
However, it took time and effort and
prolonged the shooting for a while.
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That
didn't look good...
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Next
in line was to shoot bigger (middle)
model in snow. I begun with normal
shots, because the last one was risky.
It was to be an aerial shot. Or perhaps
two, if I can make it work. To achieve
that, I tilted the terrain, and the
Orphanage for more than 45 degrees.
But the Orphanage model is quite heavy,
in spite of the light materials used.
Also, it's comprised of three loose
segments, so I had to support it with
wooden stick going from the roof through
floor and ground level, and as well
through the terrain all the way to
the studio floor. But, before all
that, I needed a Christmass to be
white.
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It
was pretty cramped around the construction;
the "studio" most definitely
wasn't big enough for my sets, despite
carefull planning and measuring. It's
because real-life studio had to accomodate
all that stuff that 3D studio equivalent
doesn't have to: storage shelves,
computer corner, all the momentarilly
unused rigs and constructions and
construction parts, screens and hardsheets
of all sorts, paint cans, tools, repro-materials,
props not-yet-used, props that can
be used again, etc. Computer lighting
also doesn't have tripods. That left
hardly any space to move around. And
it was only the first set...
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_1
The ARCTIC PIRATE index |
_2
Color chart development, coloring and
light tests |
_3
Storyboards, shooting plans, concept
arts, sketches |
_4
Puppets, from sketches to animation |
_5
Vehicles of all sorts |
_6
Houses and exteriors, from sketches
to final sets: 6-C
- The Orphanage
park |
_7
Interiors |
_8
Small props |
_9
Graphics and maps for posters, banners,
press, signs etc. |
10
Shots against all odds |
11
Simple shots, confined spaces |
12
Basics: workbenches, tools, logistics,
etc. |
13
Miscellaneous |
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