Tuesday, 28 December 2010
Tanks Aim Up:
I've kept the timeing to what Ethan posted and pre-production work.
Monday, 27 December 2010
Here's a few ideas for sections we could include:
- A section about Void Canvas with a group photo.
- Film Synopsis
- Concept Art
- Marketing Campaign
- Breakdown of each scene with comments from the members involved. Including wireframes and models.
After spending all day correcting the animation of the marching, 14 test renders later, and i think i'm finally getting there. The pacing probably differs because of my computer running slowly, but i think the bobbing action that bob and phil commented on has been corrected and looks a lot better, and the pacing runs fairly well on my computer, but again it might not match the pacing on most other computers.
Friday, 24 December 2010
Here's another test render of the army men marching, i've added a bounce in the walk as this is more realistic and logical. Again, my laptop is a bit slow at the moment, so i'm not too sure what the pacing is like of how the bounce looks, but i think i just need to refine the animation and this scene will be complete...
In terms of animating, and thoughts? or still the clean swoosh to the right?
Also, in regards to the other parts, I have modelled the everything, it just needs a slight bit of refining :) I'm just sorry I havent been able to contribute as much as before, not having maya, but i've managed to use jacks computer whilst he's at work for these parts, so that's good!
Thursday, 23 December 2010
Wednesday, 22 December 2010
Here's the update of the progression sheet including the progression of Jolanta's scenes. Looking at this already, i can tell that despite having four different modellers, we have managed to keep the style in each and every scene so that they will fit together and match in our trailer. This is looking really impressive and hopefully our renders and editing will continue our successes so far.
Shot 1: Toyland Logo = 3-4 seconds...
Shot 2: Factory Establishing Shot = 7 seconds...
Shot 3: Production Line Alarm = 8 seconds...
Shot 4: Toymaker Grabs Box = 2 seconds...
Shot 5: Toymaker Discards Box = 2 seconds...
Shot 6: Box in Dumpster = 20 seconds...
Shot 7: Meteorite Shot = 2-3 seconds...
Shot 8: Dumpster Covered in Heavy Light = 2 seconds...
Shot 9: Box Over Shoulder Shot = 2 seconds...
Shot 10: Meteorite Hits Dumpster = 5 seconds...
Shot 11: Glowing Box = 5-6 seconds...
Shot 12: Alien Foot Towards City = 2 seconds...
Shot 13: Newspaper Shot = 2-3 seconds...
Shot 14: Corridor Shot = 3 seconds...
Shot 15: Alien Walking = 2 seconds...
Shot 16: Massive Footprint = 2 seconds...
Shot 17: General's Chest = 3 seconds...
Shot 18: Army Men Marching = 2 seconds...
Shot 19: Searchlight Shot = 1-2 seconds...
Shot 20: Tanks Shot = 3 seconds...
Shot 21: Tanks Aim Up = 2 seconds...
Shot 22: Rushing Car = 2 seconds...
Shot 23: Blueprint Shot = 2 seconds...
Shot 24: Creator Confronts Creation = 3 seconds...
Shot 25: Tail Shot = 9 seconds (based on puddle shot)...
Total: 1 Minute 41 Seconds (excluding Titles, Ident and Fades To Black)...
Possible Additonal Scenes:
- Beam View of the Production Line.
- Closeup of Production Line Alarm.
We have Scale of Monstrocity Shot for only couple of frames, but to add some elements in it I've animated a cable being "electrified" ( it will be glowing) and cut to fall by a supposed monster lurking in the desolate city.
Test Renders show how it looks:
Tuesday, 21 December 2010
be helpful for test and final renders of our scenes.
First I got rid off what the scene won't need when rendering, so this is what is left:
Reduce geometry in other proprs aswell ( ground plane can work perfectly with one fift of the faces, its not sculpted or anything.
think of what kind opf lights to use. Ambient for eah one of the windows is much less usefull as one spot light with high intenisty.
My computer.. didn't render the set at all. I then ... spent... some time changed, reduced or did what ever to make the scene simplier and.. there you go , it renders again!
It's ok if we are waiting for single image to post on blog, but.. if we need 3000 frames.. it will take ages and computers will crah :/
I suggest revisiting your scenes and making necesary adjustments on seperate scene file, because all of us know now, what shots we have therefore what we do or don't need.
Anyways, here is the set readjusted:
Only main box is missing... :)
for example face skin texture no matter if without alpha chanel stays trasnparent. even if I recreate the texture using blin/lambert.. :/
Also Jacket seems to cause some starngeness.. I tried smoothing few times, checked face normals, recreated shader.. but the problem ( blackish squares all round it) stays.. weird.
Also.. I used lambert as shader.. but it seems ( particularly in the close up of tie) that it has some glossy reflectivity.. Im confused :/
Textures have simple colour and slight bump added.. I'm not too concernded to finish texturing the toymaker completely, since we can do that after holidays. It won't stop any other processes...
Monday, 20 December 2010
Sunday, 19 December 2010
After spending a long time cleaning up the geometry in this scene ready for smoothing, i decided to do a test render of the scene including the animated lights flickering. Jolanta suggested adding the camera shake in Premier Pro, so at the moment i've used a static camera. I think this scene needs some work still, but i think it's at a similar stage to the searchlight and production line scenes, where it just needs that element of refinement to take it away from a CG-looking environment.
Saturday, 18 December 2010
I've done a few test renders of animating the fractal to look like fog passing through the light beam, here's the two best versions so far... I think it still needs a little bit of work here and there, but i'd say this scene's almost there...
Friday, 17 December 2010
Here's some more renders of the searchlight with a little less green, although i'm sure it needs to be even less green... I also want to do some test renders for animating the fractal so that it looks like the light is passing through fog...
Thursday, 16 December 2010
Here's the actual version of the beam view shot that i wanted to upload, but it wouldn't let me do it before so i had to reduce the memory size, thus giving the less satisfying previous version. But i found out i just needed to convert the video to wmv and it will upload, just as it has done. I'm happier with the pacing and smooth motion of the pan, but the boxes move too quickly and that's something that i'm trying to work on. Other than that, i'm currently reducing the geometry of the alien, which is going quite well.
Tuesday, 14 December 2010
Here's a playblast for the shot of the production line from the beam view. This will match the pan of the exterior factory shot, making a smooth and fluid transition into the interior. At the moment the boxes stop at the end of the conveyor belt, this is something i still need to look into as i want them to fall into the container. But i'm really happy with the motion path of the boxes along the conveyor belt, i just need to make them less generic. The all we need to do is match the motion of the pan with the exterior shot, animate the toymaker in the scene, and finalise any textures and lighting.
But to put in in practise, on 7:00 you see the camera work when rushing military cars pass.
My suggestion is take a clear note on timing, camera position, secondary elements ( possible camera shakes, aditional elelements which add up to scenes interests ect.)
- Factory Exterior Shot.
- Meteor Shots.
- Dumpster Rolling Shot.
- Glowing In Dumpster Shot.
- Tank Shots.
- Rushing Car Shot.
- Alien Body.
- Production Line Interior Shots.
- Alien Foot Towards City Shot.
- Corridor Shot.
- Alien Walking Shot.
- Army Marching Shot.
- Searchlight Shot.
- Final Tail Shot.
- General's Chest Shot.
- Newspaper Shot.
- Plan/Blueprint Shot.
- Production Line Interior (Scientist Animation).
- Meteor Explosion Shot.
- Scale of Monstrousity Shot.
Ethan and Jolanta:
- Confrontation Shot.
Communication will be key over the christmas holiday and we want these scenes rendered or ready for rendering by the time we get back for christmas... This will allow us to pop them into Premier and give us sufficient time to edit the sequence to a more refined final product ready for screening...
Monday, 13 December 2010
I changed the water colour and made it not stand out so much.
I also lowered the cost line and put the water up it to look like water splashing up the bank.
This is the water splashing up against the bank:
And this is the explosion and fire I mentioned yesterday rendered:
Sunday, 12 December 2010
The Water and Smoke
(Smoke looks awesome when moving)
There are also these that I found (they may only be on 2011). There files already in maya and make an excellent explosion and fire. I thought maybe the explosion for when the meteor hits the dumpster, and the flames could maybe be used on the city during the shots to show damage. Only still images from the animation at the moment because my render is giving me an error, but I'll fix that.
I would normally render out using the mental ray lighting, but that was making it super bright, so I threw a spotlight in there.
Next step - blend shapes for his facial animation.
I think it would be very useful if you all suggest what kind of expressions he'd need..
But as I ran through the storyboards, it seems we see his face and reactions only two brief times ( when he turns back to the sound of alarm, and when he looks at the toy before throwing it out)
I'll whip up a texture for the billboard now :)