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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Modeling
MMZ_TimeLord
Okay, it's not much different than what we have in the SVN... BUT, I have altered the lower half of several of the towers, and added the two last towers to match the proxy positions and height properly.

I also modified and placed my own drawbridge with dynamic chains and extended the path hill in front and moat around the castle.

I have built the central tower's lower area into the hill model, along with the main gate.

The dynamics are working on the basic chain and I will work toward getting the chain ramps into the castle working so that they will look like they are actually pulling up the gate.

I am planning on following bob's sketch for the interiors and try to build the castle to hold them in their orientation (like a real building).

I still need to build up the base of the other towers some more and link everything to the central tower as one large castle on the first two or three floors.

Ignore the rectangle to the left of the main gate entrance, it's the leftover old door. I just moved it out of my way.

More progress to follow later in the week. Cheers! biggrin.gif

Note to ADs: I will only post finished product WHEN it is approved. Currently this sits in a temporary work area of my hard drive.
Zaryin
What's the scale on that gate? In the animatic you got that long walk down that hall area. Would that fit anywhere in the castle?

It's looking awesome. I love the detail.
MMZ_TimeLord
Zaryin,

Thanks for the comments, but most of the detail (except for the gate, Central tower base and landscape changes) were done before, I've just moved some stuff around on the towers. Ther is also complete roof tile models in the SVN stuff project for this.

In the current Animatics the door was about half the height of the gate opening I have now. I plan on putting a double door type gate here along with a man-sized door for individual entrances.

If it turns out to be the incorrect scale when I get the interiors done, I'll just scale the gate down and shrink the moat slightly.
zandoriastudios
I think that you need gardens around the base of the towers, not just a moat, so a little more space...
The original design also had walkways and bridges connecting the upper levels of the towers, so that would be nice to see added back.

KenH
I don't know, the proxy I made from Bob's sketch had the garden inside the grounds....behind the door. But that still doesn't really fit with the shape of the castle as it stands.
pdaley
the drawbridge is out of scale with the door. It needs enough detail to be functional according to the current script. There is also an inner door, more like the front door of a house that the servant slams a few times and Woot needs to knock on.

Nearby there should be some trees along the path to the castle. Woot and Rabbit hide behind one of these trees.

By the way, I like it so far. smile.gif
MMZ_TimeLord
The proxy model I got from the SVN had the central tower very near the front door.

Here's an option to put the garden outside. I can create an exterior wall that has a small courtyard and then the various towers are inside of it. I can also widen the curve of the moat for the gardens around the main wall. Thoughts?

EDIT: by moving the towers back some inside a main wall, we will be able to get a taller looking shot from the base of the drawbridge. Currently you can barely see the tallest tower.

Here is a more updated set of shots with the front gate and person door. It should clear up some of the scale issue with the drawbridge.

I did have a question for the ADs... what material will the castle be made of? It is stone correct? I presume the gates can be wood or tin covered wood. Let me know so I can add shape detail for the type of material.
alweb
Hi Jody,
ok good start ! smile.gif
If you don't mind , I would like you to use the same thread as before for the tin castle outside...in the set sub-forum ... here :

http://www.hash.com/forums/index.php?showtopic=19504&st=15

see you there for the next reply...
follow are my suggest and concern

QUOTE(MMZ_TimeLord @ Mar 5 2006, 10:43 PM) *

Okay, it's not much different than what we have in the SVN... BUT, I have altered the lower half of several of the towers, and added the two last towers to match the proxy positions and height properly.


I would like the castle build into cho...that way you can use a shortcut if you use the same tower two time...
as for the nature element.

QUOTE


I also modified and placed my own drawbridge with dynamic chains and extended the path hill in front and moat around the castle.

I have built the central tower's lower area into the hill model, along with the main gate.



No problem to modify as far as you stick to the proxie size and positions.
Your work must fit with the blocking animation done
...this is very important to respect, can you confirm that fact ?

All modeling work can be done into the same object at this time... but you would split it into different object and rebuilt it later into a cho ...so it give max flexibility for future works.
And all object(model ) save as separate files (no embeded)

QUOTE


The dynamics are working on the basic chain and I will work toward getting the chain ramps into the castle working so that they will look like they are actually pulling up the gate.



forget the dynamic stuff at this time... It's more part of the animator /riggin stuff
we'll look after that later...

QUOTE


I am planning on following bob's sketch for the interiors and try to build the castle to hold them in their orientation (like a real building).


This is a good idea... for now it seem to have a problem to hold Bob's inside castle design into that outside castle model ...So Even if it change the general look of the castle a bit...it's not a problem as far as the blocking animation work stay untouch by your work...

Maybe a wall around, like a fortress ? etc.

QUOTE


I still need to build up the base of the other towers some more and link everything to the central tower as one large castle on the first two or three floors.


see my comment upper in this mail about the final build up into cho

QUOTE


Ignore the rectangle to the left of the main gate entrance, it's the leftover old door. I just moved it out of my way.



Look at the blocking animation available to see how the door movment happen...
Also you got some sketches I made before of the main door design ...it would help

http://wiki.hash.com/two/published/Tin+Woodman+castle

Ps : thanks for the wiki update!

QUOTE

More progress to follow later in the week. Cheers! biggrin.gif

Note to ADs: I will only post finished product WHEN it is approved. Currently this sits in a temporary work area of my hard drive.


Ok Jody, great!
I would like to see a SVN update once a week
...that way I would be able to intervene directly in the files as needed
... you should not be let alone with all that work ! hehehe! I hope !
When the final cho set-up will be done...and object saved as external files,
other modeler , texturer , lighter would be able to come in the set and touch up...

first step:
-finalize the general design of the castle, wall, tower,main building, land, park, etc...
-split every thing into object saved into separate files
-build up the scene into the proxie cho...
-respect size and position relative to the bloking animation
-save ewverything in order into the svn so every body can get it
-wait for discussion at this step

next step
-go on with further details
-collaborate with texturer, ligher
-render test

Please confirm you intentions about that ?

later, on the set thread wink.gif

Al
pdaley
I think Tin Castle will be... tin.
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