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Making of 'Kinetica'

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Date Added: 3rd October 2011
Software used:

*CONTAINS NUDITY*


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Hi and welcome to the Making Of Kinetica. To best understand the artistic process, we'll start by looking back to before production even began, to the conceptualizing phase. One of the first steps is to understand how the image was formed, and that was through some serious sketch exercises (Fig.01).

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Fig. 01

What made Kinetica a unique art project was the vision it took, as far as what I imagined. Sometimes it's hard to describe thoughts on paper, but the effort of conceptualizing the character's look and feel through color and even shapes helped bring the image to reality (Fig.02).

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Fig. 02

The image itself would have be a difficult build, but even harder if I hadn't taken the time to conceptualize the look and feel before moving on to the modeling.

Blocking out the scene in 3D was the first step. This helped understand the volume and composition that the scene was going to engulf. It was also an opportunity to pre-plan lighting and get an understanding of the overall light and space. I accomplished this with just primitive objects, which allowed me to get the idea quickly (Fig.03).

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Fig. 03

Building the scene took some time. The characters were designed with oddly simple tech outfitting their bodies. I was careful not to engulf the human aspect with the metal objects. Skin had to be shown. With that in mind, I created a small library of individual pieces of armor, fitted for each female character. If something had to be changed, it was quick and easy to do so without wasting time as the pieces were interchangeable (Fig.04).

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Fig. 04


I only needed one character to be rigged for this image to work.  50% of my time was spent on building props, and the other 50% was worrying about the image artistically (Fig.05).

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Fig. 05

continued on next page >
 
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Readers Comments (Newest on Top)
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Alexander on Tue, 13 March 2012 2:03pm
awesome work!
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