Scenario modeling part 1/ Modelagem de cenário parte 1

Just a Bar with Gadanthara's (name of the main character) dimensions (yellow cube).

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My name is Flávio Carvalho Markiewicz, I’m 20 years old and studying Product Design at Universidade Estadual de Minas Gerais (UEMG, State University of Minas Gerais). I attend to the 3D classes with Dilly and started to get engaged in this project. I’ve been an intern at Detail Library’s production for four months, and intend to keep working with this for a long time.

In this first part of the project, me and the other artists are modeling the buildings and objects that will be in our beloved San Corisco. The city construction began in a 2D (vector) and 3D map, made by Daniel, using simple objects (cubes…). In this map all the streets, sidewalks and buildings of the city are marked. We also use this map to set shots and scene layouts. Based on our main character’s path and the angle/distance of the cameras, the managers marked (using different colors) the amount of detail for each building.

 

Detail of the building Just a Bar.

The idea is to build a city alive and with personality, then every building that we make has its own history. Each building also has a name, and we try to insert this name into the building’s history. In most cases, the building’s name can make an influence at its layout, architecture and style. We always observe real cities pictures, stop-motion movies and the Detail Library’s team concepts, as references, before start to model the buildings.

So, that’s it. Thanks for all those who believe in our work and in Detail Library’s project. Probably I’ll be back for one more post!

– português –

       Meu nome é Flávio Carvalho Markiewicz, tenho 20 anos e atualmente faço o curso de Design de Produto na Universidade Estadual de Minas Gerais (UEMG). Frequento as aula de 3D do Dilly e comecei a me envolver nesse projeto. Já estou estagiando na produção do Detail Library há quatro meses, e pretendo continuar trabalhando com isso por um bom tempo.

       Durante a primeira etapa do projeto, eu e os outros artistas ficamos encarregados de modelar os prédios e objetos que farão parte da nossa querida San Corisco. A construção desta cidade começou no mapa 2D (vector) e 3D que o Daniel fez, usando objetos simples (cubos…). Neste mapa existem as marcações de ruas, calçadas e prédios de toda a cidade. Também usamos este mapa para marcar as tomadas e layouts de cena. Baseado no trajeto que nosso personagem principal faz e o ângulo/distância das câmeras, os diretores marcaram (com cores diferentes) o grau de importância e detalhes de cada prédio.

       Como a proposta é fazer uma cidade muito viva e com personalidade própria, cada prédio que modelamos possui uma história, mesmo que breve, por trás dele. Uma vez que cada prédio tem um nome (desde títulos de animações clássicas até lendários lutadores/atores japoneses), tentamos encaixar tal nome dentro da história. Na maioria dos casos, o nome do prédio influencia a sua composição, arquitetura e estilo. Antes de começar cada prédio, conferimos as dimensões máximas do “terreno” reservado para ele dentro do mapa de San Corisco. Nessa “metodologia” bem flexível que tentamos seguir, observamos muitas referências antes de realmente colocar a mão na massa. Entre fotos de cidades reais, maquetes de filmes de stop-motion e os belos concepts da equipe, tiramos o máximo de ideias, e aquelas que mais se adaptam à história do prédio começam a tomar forma no Blender.

       Então é isso, obrigado a quem também acredita no nosso trabalho e nos projetos do Detail Library. Provavelmente estarei de volta para mais um post!

 

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