часть4 - Biolink
Xray shader render of the LinkUnit. Was done for screen graphics, but looks cool on its own too.
Francois Audouy and Andre Chaintreuil did a lot of great work on the LinkUnit before I got to it, but I did a bunch of design on it as it pushed to the final build. A particular emphasis for me was the look of the interior, which needed to be studded with sensor tech. Rick pushed my first, more basic pass toward something more anatomical, where the sensor arrangement creates a graphic icon of the body and nervous system.
Close to the final set seen in the film, this LinkRoom rendering incorporates design geometry by myself, Victor Martinez and Scott Baker. Synthesizing a bunch of inherited elements into a more finished design, I tried to give the impression of extreme high sci-tech, but with some slickness and coherence that makes the room feel like a single medical instrument. More info in this io9 article.
As with the OpsCenter, I worked with Len Barrit (and also with Victor Martinez and Scott Baker) to produce a realtime model of the BioLab with baked textures incorporating both 3D lighting (it had been painted with Ops) and many structural details indicated only in texture. Once again, low-poly textured geo provided not only a model that Jim could "walk through" and play with in the capture volume, but also a kind of "rapid prototype" design pass which would influence the design and drafting of the full, more detailed set.
My version of the AmbientRoom where avatars are activated and tested. This incorporates some earlier 2D work by James Clyne and Ryan Church, and my pano render was done from geo by Victor Martinez and Scott Baker.
The AmnioTank needed a transit case for protection during shipping. In the film you see some of its panels being removed as Jake enters the BioLab. This early sketch didn't sufficiently match the shape of the tank to be practical, but Jim liked the flavor of it.
Final set in film.
Jake meets his fully-grown avatar for the first time. Based on an earlier Ryan Church illustration, this 3D test shows Jake's reflected image overlayed on his avatar with the correct optics of a large cylinder filled with water-like fluid.
Scott Baker did an exterior modelling pass in NURBS and SubDs after my initial 2D attack. Afterwards, to help NZ with fabrication, I took the coffin element of Scott's model (the basic shape of which was partially derived from Andre's earlier model), refined it a bit, and then texture-mapped it with high-res textures into which I cleanly painted the desired part lines and details in "trompe-l'oeuil" technique. There's no way I could have modelled all this! UV'd geo, textures, and ortho renders were then handed off to fabrication.
Final transit case parts, beautifully finished off in NZ.
Final BioLab set.
Final tank set pieces, beautifully finished off in NZ.
Scott Baker did an exterior modelling pass in NURBS and SubDs after my initial 2D attack. Afterwards, to help NZ with fabrication, I took the coffin element of Scott's model (the basic shape of which was partially derived from Andre's earlier model), refined it a bit, and then texture-mapped it with high-res textures into which I cleanly painted the desired part lines and details in "trompe-l'oeuil" technique. There's no way I could have modelled all this! UV'd geo, textures, and ortho renders were then handed off to fabrication.
A more final transit case concept done in 3D and rationalized as far as clearances, connection to the tank, method of removal, etc.. The NZ art dept. did a great job with adding graphics to this thing to give it more reality.
I did a small amount of art direction on the actual prop construction being undertaken in NZ. This wiring sketch was to aid in the layout of the tank's data and power lines.
Victor Martinez was the main set designer for the concept phase of the BioLab, and this is my lighting and rendering of his environment (he also made some cool textures for floor, ceiling, and main exterior door) with 3D consoles by Tex Kadonaga.
LinkUnit local control pad.
BioLab "tablet computer". Really needed detail, but I never got the chance to do it.
Paintover of Scott Baker set design geo.
I did a number of studies of the gel bed surface itself, but this was the final. Two layers and a graphic backing. The real gel generated by Weta Workshop was milkier than this, so some of the detail is lost in the film, but it is still visible to a good extent because of the internal backlighting. Graphic anatomical motifs, in the arrangement of sensor arrays, appear here as on the lid interior.
Interior tech detailing for the MRI ring units. Jim liked my addition of a second round mech imbedded into the wall behind the torus, because he felt it created a "tunnel" look, telegraphing the user's "travel" into another body.
Scott Baker did an exterior modelling pass in NURBS and SubDs after my initial 2D attack. Afterwards, to help NZ with fabrication, I took the coffin element of Scott's model (the basic shape of which was partially derived from Andre's earlier model), refined it a bit, and then texture-mapped it with high-res textures into which I cleanly painted the desired part lines and details in "trompe-l'oeuil" technique. There's no way I could have modelled all this! UV'd geo, textures, and ortho renders were then handed off to fabrication.
Closeup design pass on the center med tech console.
Material breakdown of the LinkRoom as a false-color rendering.
As with the OpsCenter, but only more so, my texture maps for the LinkRoom were carefully designed and went on to direcly influence final set design and construction. This is a segment of floor.
Francois Audouy did some preliminary work on the AmnioTank, but as seemed often to be the case on Avatar I was brought in to detail and finish. All elaboration was based on the functional requirements of the tank as it nourished and protected the growing avatar bodies on their interstellar voyage. A lot of research into med tech had already been done in the art department and I supplemented this with my own, esp. relating to hyperbaric chambers, dialysis systems, chassis for heavy equipment, etc.. More info in this io9 article.
Francois Audouy and Andre Chaintreuil did a lot of great work on the LinkUnit before I got to it, but I did a bunch of design on it as it pushed to the final build. A particular emphasis for me was the look of the interior, which needed to be studded with sensor tech. Rick pushed my first, more basic pass toward something more anatomical, where the sensor arrangement creates a graphic icon of the body and nervous system.
A more final transit case concept done in 3D and rationalized as far as clearances, connection to the tank, method of removal, etc.. The NZ art dept. did a great job with adding graphics to this thing to give it more reality.