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ART OF

Dulce Et Decorum Est

Premise
a short animation adaptation of
Wilfred Owens anti war poem Dulce
et Decorum Est based on World War
One

SOURCE MATERIAL
Bent double, like old beggars under sacks,
Knock-kneed, coughing like hags, we cursed through sludge,
Till on the haunting flares we turned our backs,
And towards our distant rest began to trudge.
Men marched asleep. Many had lost their boots,
But limped on, blood-shod. All went lame; all blind;
Drunk with fatigue; deaf even to the hoots
Of gas-shells dropping softly behind.
Gas! GAS! Quick, boys!An ecstasy of fumbling
Fitting the clumsy helmets just in time,
But someone still was yelling out and stumbling
And floundring like a man in fire or lime.
Dim through the misty panes and thick green light,
As under a green sea, I saw him drowning.
In all my dreams before my helpless sight,
He plunges at me, guttering, choking, drowning.
If in some smothering dreams, you too could pace
Behind the wagon that we flung him in,
And watch the white eyes writhing in his face,
His hanging face, like a devils sick of sin;
If you could hear, at every jolt, the blood
Come gargling from the froth-corrupted lungs,
Obscene as cancer, bitter as the cud
Of vile, incurable sores on innocent tongues,
My friend, you would not tell with such high zest
To children ardent for some desperate glory,
The old Lie:Dulce et decorum est
Pro patria mori.

Wilfred Owen

Storyboard

INFLUENCE MAPS
These are the early influence maps which I created to help me
both in reference stages and in the development of the
aesthetic appeal as they have helped fuel my imagination and
helped in the visualisation of the world that I aim to create in
my animation.

DEVELOPMENT
DRAWINGS

A COLLECTION OF DIGITAL ART AND SKETCH WORK THAT HAS HELPED INFORM MY
ANIMATIONS DEVELOPMENT

My project has been strongly developed by my drawings


all though I have not produced a final concept each
drawing I have done has influenced the designs of my
work in the Maya stage which I have already begun at my
early stage of thumb nailing and sketching of environment
I was attempting to create a interesting visual
representation of world war one whilst sticking heavily to
my influence pictures of world war one battle fields from
these I have taken inspiration from each and blended
them to create each piece and then used aspects of
certain images to start creating my models

Character

As I created each drawing I would find new and


informative pieces to help with the creating a
believable aesthetics for my piece in the slide
before I have a development of early character
ideas as I was trying to also develop interesting
characters for my piece as I reached the pitch first
I was told to focus more on my sets then my
character as it was holding me back witch I agree
with fully but as the sets have developed I have
come to the realisation that a character is need
just to add life to the piece as the poem I am
adapting is a character driven piece so using both
the set and a basic character I aim to tell the story

MAYA WORK

This is the crater set test images I have tried


two different methods of making a realistic
look crater that fits the look that I would like
for my piece this one was developed using the
sculpt tools in Maya and has come out quite
nice its based of a early piece of art work I did
and is starting to come together nicely I think I
could up the Polly count to get some more
details in and upgrade the models and add a
substance to the scene to create the mud
texture and this piece will start

This is the pipe line of the trench set that I


have developed as I started working on I
realised that there was more effective ways
off achieving what I set out to create as the
set developed it become more and more like
how I visualised the trenches to be and was
helping to create visual language and style
for my other models it also helped inspire
how I begain my story and helped me with
developing my story idea

These are some renders that I have been


fiddling about with I started with just doing
traditional render and have recently tried
using new renders like vector the outcome
are very appealing and more effective for
my story then the traditional render

Tree models

Helmet model

Substance editor test


These are the outputs that I
have achieved with mayas built
in substance editor but I have
decided to push this further I
need to go into a substance
editor to create my own
substance that may work even
better

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