Tuesday 21 December 2010

Tuesday, 21 December 2010

I decided that the last sequence of the chase where Darren elm says “one day” is just to much in the face, literally, and it would be more mysterious and interesting to elongate shot 41, the shot before from behind, and him say “one day” with the camera in that view from behind, making the latter sequence in the tree cave more exciting with it being the first time you see the elms faces talking. Anyway I did some preview renders, and put them in the Animatic and it works great, so solved the nagging problem I was having wit the “One day” sequence

Monday 20 December 2010

Monday, 20 December 2010 (latter on)

Began working on the next sequence today, had some trouble with the timing, and setting up the cameras for the sequence, just trying to produce the same results in 3D was difficult, but in the end I cut down the Animatic to the sequence I am working on, and timed it that way, rather than having to work everything out over and over again.
Anyways as said before here the Animatic with the 3 sequences done so far, I will probably keep uploading every few months so it shows the progress throughout the piece. To tell the truth the section where he says “one day" is nagging me, and I might go back to it latter, im unsure if it’s the camera being so fast, or just the expressions on the character, but it just seems wrong somehow.
Anyway heres the link

http://www.youtube.com/watch?v=8buAEmaBbws

Sunday 19 December 2010

Monday, 20 December 2010

I have had flu the last week but still managed to keep up with the work anyway. I have been doing alright, the initial scope of the action Darren Elm would do was a little daunting, but in the end the hardest part was deciding the best camera angle for the speech at the end of the shot. Anyways I have added the pre rendered scenes to the Animatic, and will upload it tomorrow so the tutor and peoples can view the progress so far.

Monday 13 December 2010

Monday, 13 December 2010

I finished shot 38 today, after some major troubles with the run cycle, and jump. They just didn’t look right and after a few days of tweaking it came apparent from a friend that the back needed adjusting slightly when he launches into the run. I am happy anyway, thankfully its finished and onto the next run sequence, with even more action, on shot 39-42. I think I will block it out latter tonight and tomorrow, and try and get it done before Friday, but to be honest the last shot has really slowed me down, so I may have fallen a couple of days behind with it.

I think in the end I will add the distance blur and motion blur in post, and also add some blur between the white background and leaves and branches… Making it look a little bit more dreamy.

Here are two renders from the scene.



Thursday 9 December 2010

Thursday, 09 December 2010

I began working on shot 38 today, and also uploaded better quality versions of some of the videos I have created to youtube. I also updated the website with them

Here are the links

The Animatic
http://www.youtube.com/watch?v=sF0-weZMpRc

George character test
http://www.youtube.com/watch?v=fUv22igcNi0

Character animation tests
http://www.youtube.com/watch?v=nGM13ZKlGPI

Rigging
http://www.youtube.com/watch?v=tjIlO7jW708

Wednesday 8 December 2010

Wednesday, 08 December 2010

I have been trying different resolutions to test what will work best for the output of 720 576 widescreen. Currently I am just rendering a sequence about with the same resolution and aspect ratio to see if that is any better. At the moment with the start sequence of the zoom in, it tends to have a checked shirt on tv effect when zooming in on the factory with the bricks. And I am thinking this is something to do with the resolution and scaling it up and down to fit. Rendering a sequence at 1920 then scaling down produced terrible results with the zoom in, and at 864 a similar effect occurred, although less.

Apart from that I have completed shot 35 and set up the Animatic so I can drop in finished, or block out shots. I am quiet happy with it although I did initially struggle with the run sequence. The next shots, from 38-42 are even harder with all out action of Darren running, jumping and performing acrobatics across a log, while trying to chase a Moth
I will start these tomorrow anyway, and see if I can really get ahead a little with it. It’s a big sequence and I am rather daunted. But I gotta learn the hard way!

Here is a shot from 35



Edit – the strange effect I was seeing in the rendered animations was because the final shots were progressive, where as they should have been lower first. So it seems the best resolutions to work with is 720 567 with a pixel aspect of 1.4587…Lower first…

Saturday 4 December 2010

Saturday, 04 December 2010

Adjusting the FPS setting were not as much as a problem as I thought, simply changing them in the timeline in Max didn’t affect the actual animation or timing, so I thankfully don’t need to go back and readjust it.

Changing the Animatic to a different resolution and settings was a lot bigger a problem, only due to my limited knowledge of the software. Copy and pasting the Animatic to a new project took out all the sound, which I re-added by hand. Yet if I had known I could have pasted it to a new sequence instead and therefore the sound would have been ok. Deleting the old sequence after.
Another problem I had was rendering out the final Animatic to test if everything was working alright again failed. The Animatic was rendering out at 4:3 not 16:9. After scouring the net and asking friends, I stumbled upon a website with a simple explanation, on the export settings I had not chosen square pixel, which is the standard for computer’s hence why it was perceiving it as square pixel 1.1 rather than 16:9… (I think). Anyway here is a link to the site.

http://therenderq.com/compressing-169-widescreen-video-for-the-web-and-maintaining-aspect-ratio

it also gives a nice round up of the best output resolutions, which I will use for the actual renders settings from max at 864 x 486, which is a match from the original 1920 x 1080, therefore I wont have to change any cameras in the scene (thank god). And only have to scale down slightly the resolution to fit the premiere file. I will test this out during the week anyway to make sure there is no loss of quality by scaling the renders down slightly. Again as said in the previous post the great thing with this is that it will take half the time to render.

Here a test render I did a few days back

Friday 3 December 2010

Friday, 03 December 2010

I had a wee bit of a blow today with my work. A silly mistake that I should have known has set me back a few days. I had rendered of the scene for this week at 1920 1080 as with my Animatic and other last scene, and as the tutor noticed today, I was using the wrong settings, at 30fps instead of 25fps and NTSC rather than PAL. A major problem for my work (it should be at 720-576 DVPAL widescreen). I had been working at 1920 widescreen all the way through, so my Animatic needs redoing, plus any animation I have done so far on the project.

I am going to try and finish the reworking of the Animatic again tonight. I am really hopefully that this will sort out my codex problem I was having. Such a mistake, but at least it was caught early enough to not cause to much of a problem.

Tomorrow I am going to rework some of the last animation, plus some faults with the render that needs fixing (the antenna of the centipede sim is way to powerful and the speed in which the camera exits the cave).

The good thing out of this rendering problem is my renders will be three times quicker to compile!! Considering it wont take long at all to render I may as well start rendering in the next few days, and if I need to change anything latter I can readjust it and re-render again. Gets me a little ahead with the latter part of the schedule.

Tuesday 30 November 2010

Tuesday, 30 November 2010

I finished of the animation for shots 53-57 today. Quiet happy with the results and so are the few I have shown it to. Of course I may go back latter to adjust elements if necessary, im just rendering of a test render, and hopefully my tutors will approve.

I studied up on the movement of flies and centipedes before animating them, and got the sharp movements of the fly down as best as I could, yet the centipede I thought would be a extremely hard and time consuming character to animate, with 40 legs to be animated in all. However I had a wee brain wave the other night of attaching the spine segments to a pathway, as said before, and then I only need to deal with the legs. Last night I had the idea of attaching the leg controllers to the spline, therefore matching the movement, and animate in one sequence all the legs moving once, and copy pasting this movement continuously to form a walk with all the legs in one. Then all I had to do was move the leg key frames around to look the most like a walking centipede. In all the biggest and most time consuming aspect was making sure the legs didn’t intersect the ground so much, and I am just doing a test render to make sure when they do it is not to noticeable.

So its Tuesday, and I have pretty much wrapped up on animating 53-57. Next week it is 35, 38-42, where Darren Elm is first seen running after the Audrey Moth. Some acrobatics and much research on Moths is needed. I don’t want the moth to fly to all over the place as Moths do, but slowed down somewhat> To make it seem more menacing. I will work on it anyway,. I have set paths where I want the Moth to fly, and Darren Elm to follow, therefore the jumpy movements of a normal moth would look just strange. But maybe I can work on something in-between a slowed down moth with slightly quirky recognisable movement. The only time I really want the quirky jumpy movement of a normal Moth is when it exits the plant from Darren’s point of view. Its a lot to think about anyway.

Anyway I think its tomorrow off and starting on this next scene the day after…. Unless anything untoward happens with the render test of 53-57.

Monday 29 November 2010

Monday, 29 November 2010

A very brief update today. Happily I am still staying on schedule! I spent today working on the last sequence of shots 53-57, the 3 insects. So far I have blocked out all the insects and animated the background fly. Tomorrow I will work on the front one and begin the arduous task of animating the centipede. I linked the spine controls of the centipede to a pathway, which has made it much easier to animate the main body, with only the 100 legs to worry about. But I have about 3 days now to animate the legs, and adjust the lighting within the cave> Currently I am using 4 lights inside the cave, 3 to light each character separately, and although it gives more control the difference in lighting between character is noticeable, so I am either going to go down to 2 lights (one for Darren’s monologue at the beginning and one to light all the characters through the rest of the scene) OR adjust the levels of the lights so they match.

Oh I also changed the cameras so the main section is just one long camera move rather than 4 cuts. It works a lot better, shows more of the character interaction, and is a lot less jarring.

Here is a test render from checking if the Helmet works when placing it on his head

Sunday 28 November 2010

Sunday, 28 November 2010 (after some sleep, breakfast, etc)

Working on Ian Elm and George today. It’s a little quicker given the practise with Darren first, and I have been using extensively the video recorded clips from the voice recording sessions to help with the Lip Sync. I also recorded myself acting out all the scenes, which helped with the overall poses and facial animation. Initially I had planed to just use the voice acting session video data as the sole information for the lip sync, but a method of checking the mirror, the voice actor data and checking video of myself acting out the scene all helped in producing the finished sequence.

I am hoping over time I may decide to go back over the scenes when I have learnt more, but at the moment I am happy with the results of the last week.

I decided to animate all the scene, even off camera, just in case I decided to change any camera angles or the timing of the cameras latter. This also, I believe, gives better interaction between the characters and of course is more practise for myself!


Anyway an early night for a change, and tomorrow blocking out and animating the flies, with 3 days left for the dreaded centipede (I am thinking of creating a path for the centipede, and therefore really only need to animate all 100 legs by hand).

Saturday 27 November 2010

Sunday, 28 November 2010

I have been working hard on the same sequence (shots 53-57) for the last few days now. I am hoping to wrap up the character interaction by tomorrow and get to work for the next four days on the flies and centipede. Its been tough going trying to get the right action and timing. I am still not one hundred percent sure of using a helmet to show his “warrior” status in the tribe, and perhaps putting his helmet on detracts from the actual animation. Plus with the timing of the short its difficult to have him putting his helmet on in such a short amount of time.

The lip-sync is another problem that I think will grow easier over time. But for now its taken all day to do the eye animation and the lip-sync for one character, with two more needing the lip-sync created tomorrow. It’s a good experience and great when it all comes together. The UI I created is working well, and I am able to add in curves and Bezier if necessary by editing the actual ui icons rather than the morphs that are linked to them by the reactor manger.

I am just trying to add some emotion to the characters, but without eyebrows (although the controls are there they simply move the skin above the eyes) actual movement of the eyebrow controls just looks weird, and all emotion is best expressed with the mouth and eyes.
Anyway I am going to continue this tonight until Darren’s finished and move on to Ian and George Elm tomorrow.

Wednesday 24 November 2010

Wednesday, 24 November 2010

After some feedback from the tutors I reworked the bike entry so that he stops to take note of the sign, and then over the last few days I have been working on shots 53-57, in the Animatic they are the night scenes on the plant. I choose for the second sequence to animate one of the hardest shots, with a centipede climbing over a branch and a conversation with the three Elmies huddled in a crack in the plant. It’s hard going. Trying to get the right poses for the character with the timing is taking much longer than when I created the George short animation, but its slowly coming together. I am rather worried about my time keeping, staying on track with the schedule, its taking twice as long as I had hoped at present, but I had assumed from the George animation how long it would take, not counting I was animated more than one character. Hopefully over time it will become more second nature as I learn and progress through this animation. Also the lighting will need to be adjusted around Darren Elm, although at the start I like him coming in from shadow, I would prefer if he had some light on his whole body latter in the sequence. The best way I can see of accomplishing both in one is to use a spot light shining from an angle, rather than the omni with a fall off that I am using at present. Anyway I will leave that until the animation for this sequence is finished.

Saturday 20 November 2010

Saturday, 20 November 2010

Just a brief update. I continued animating the bike today, adding in some subtle movements that I noticed when taking reference of myself riding a bike. Also reworking the grab motion of Audrey as she takes of the Staff wanted sign. There is a little problem with the animation in which Darren’s shirt is blue before he starts working at the office, so I quickly altered the texture to be black just for consistency. Anyway I am re rendering of the first scene, and will upload it to youtube tomorrow so the tutor can see it straight away. I am reluctant on putting unfinished work up, but it’s the best method at getting direct feedback sooner rather than latter. I am learning a lot, especially on using the curve editor to tweak the movements, and with that in mind I think I will wait till near the end to render of the animation. So it gives me the opportunity to rework scenes latter on.

Friday 19 November 2010

Friday, 19 November 2010

I began reworking the last shot today with some suggestions by my tutor. Mainly looking at Darren riding in on his bike from the left, to give more drama and take note of him noticing the sign. It seemed simple enough but I ran into some major problems with how the bike is rigged, with the wheels turning in the wrong direction if Darren makes a u turn, which he would do when parking. The only alternative after many woes was to look into placing it on a path. Seemingly simpler however I believed that this would not allow nice curves in the speed of the bike. Yet as it turns out adding a Bezier curve to the percentage of the path instead of the linear solves the problem.

http://forums.creativecow.net/archivethread/18/725524


So I don’t forget, the wire parameters for the wheel rotation is (830.671*Percent)/7. (length of line*percentage) radius of wheel

http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Tutorials/index.html?url=./files/WS1a9193826455f5ff-3859b43c1215f53d0f3-7091.htm,topicNumber=d0e12397

I also had the peddles rigged up but decided to do these by hand for more control of the movements. Tomorrow i will record some reference on a exercise bike that I can use for the arms, spine and head movement. Particularly how the body moves when steering and peddling.



I decided to remove all smoke from the smoke stacks, and use particle to animate the smoke. However my version of particle combust wont work with Mental ray, so I have decided to leave the smoke out for now, and latter put it in in post if time/necessity requires. It does give the place a more dismal look with the smoke effects, but the stack painted on smoke that was stuck onto the stack detracts from the scene and is instantly noticeable. As a thought I could always create a smoke effect in 3D and use it as a layer and add it on the stack for the end and start sequence. That would probably be the easiest with just the camera tracking to work out. Oh I also made sure the actual building layer of the sky map was also tillable.



Anyhow a highly productive day. Hit a few hurdles but got over a few more.

Wednesday 17 November 2010

Wednesday, 17 November 2010

I began working on shots 53-57 today (the night scene in the plant with the Elmys). I started by setting each character into the position in that scene and testing the lighting, and reworking it so its just as I had envisioned. Lighting plays a key role in this scene with Darren’s Elmy coming out of the darkness, a conversation in a dimly lit cave, and the centipede appearing after its silhouette at the end. To be frank though after doing some test renders I am very unhappy with the look of the centipede on the plant, and may decided to take it out if after animating and final lighting setup it still doesn’t gel well. I can always add another fly instead on that branch, but I prefer the less generic centipede than another fly.

Anyhow here’s some test lighting renders for the night scene. Tomorrow I will block out the poses and begin tweaking the poses. Then spend the next few days working on the facial animation. Dependent I suppose if I need to rework any of the last shots after my tutors have seen.







Tuesday 16 November 2010

Tuesday, 16 November 2010

I have completed shots 1 – 2 and 132, as described in the previous post, and added more lights for the characters and added the weather effects of the clouds slowly moving across. The clouds give it a nice feel, and I am tempted to take out the smoke from the stacks and animate this also, perhaps as a png image sequence, rather than particle systems that would take longer to render and be less effect. But I will leave it until all the animation is finished and I can go back if necessary.

The first sequence of animation is really only short, although 40 seconds in all it only features Audrey taking out the card briefly and Darren riding on his bike, which was all rigged up anyway to ride, so it was just a case of moving him forward. It’s a good start anyway.

I began really relying on the curve editor through this first animated sequence. Animated a short walk cycle for Audrey, and generally learnt how to get over quiet a few hurdles, the last of which was animating the weather effects. I think for the final scene where Darren rides of on his bike with the Elmies in tow, I will use this scene and animated Darren in it, saving having to rework the weather effects and keeping the motion of the weather consistent from beginning to end.

Currently I am cleaning up my hard discs for more space, taking out unnecessary incrementally saved backups. So I have enough room on my hard discs for the rest of the animation.
Next step is begin working on shots 53-57, a 20 second two week sprint which is the night scene in the animation. So it will be the first actual lip-sync, and the rather worryingly hard to animate centipede! I plan on starting this tomorrow, rather than next week to try and get a bit ahead. I will hopefully spend a week animating the conversation, and another week on the outer shot with the insects.

I am currently rendering of the animation half size to show the tutors on Friday, and if approved I will render it off full size at 1920.
I am a little apprehensive about posting online each scene as it is produced, and prefer to keep the work off youtube until its completed, so unfortunately throughout the animation I wont be posting little snippets of animation online, just still image renders.

Here’s the same render as the previous post, only with the lighting adjusted.

Thursday 11 November 2010

Thursday, 11 November 2010

I spent the last few days from blocking to pretty much the final animation of the first 2 shots of the animation. From the zoom in where Darren rides in and when Audrey walks up and take off the sign.

I ran into a few problems with the sims on the belly and chest, since the chest would almost implode when walking forward, however taking down the effects on the Y and X resolved the issue, allowing for some movement in the Z. Really I wish I had noticed it sooner, since I can now edit each of the sims again for the characters taking into account the effects in the XYZ. To be honest the effect is so subtle I doubt it will be noticed.

Animation wise I was a little daunted by the first few shots, and took a lot of reference of someone walking and taking hold of the card for the little nuances of movement that I added. It really helped anyway bring the first scene to life.

I am going to create the end shot of Audrey putting the card back to advertise for more staff right after the animation I have already done, so it will be just one big long render. I might start rendering it off pretty soon, so I can judge how the final sequences will looks like and give me chance to go back if necessary (also taking of some of the rendering from the 3 months I have set aside for rendering at the end), but for now I will just use preview animations to show the tutors.

Tomorrow after working on the final shot I will probably work on lighting Darren and Audrey. Although I have already lit the backgrounds its necessary to add some nice highlights and fill lights to the character and give the tutors something to reference when looking at the preview animations.

This first 38 seconds should have taken 2 weeks but at the moment it looks like I should have it done by tomorrow (1week), however I think there will be a lot of tweaking after!
I am also still having some problems rendering say Darren’s hair, as there is not enough memory to render of a frame with that size texture (2048), but since the rendering will take place on my other computer, I think it should be ok, but will take a few test renders over the next few days using that computer to see if the memory will be adequate. I don’t think it will effect render times its just a memory problem with my old computer.
Anyway here’s a render from the last few days work.

Monday 8 November 2010

Monday, 08 November 2010

First day of animation today. I worked out a schedule for the next nine month sprint, and began the blocking of the first shot today. The first shot I am working on is the beginning and ending, where the camera zooms in to the window, and Audrey takes the card out of the window, and Darren riding in on his bike. The blocking is going ok, however some technical problems with his bike. Mainly the chain wouldnt stay on the chain when rotating, and I couldn’t resolve the problem quickly so decided to leave it and just have the chain not moving. The bike is so far away it wont hopefully be noticeable anyway.
Things are going pretty ok with the blocking out, but I lack a lot of confidence in my animation work, since I have not done a lot of animation to begin with, and the first shot requiring a walk and interaction. Funnily enough it still is one of the easiest with many lip-synced scenarios to tackle. Ah have I given myself to much!!! Perhaps over confident in my 3D skills has lead me to trip up! will see. For the beginning and end shot I have two weeks anyway, so going to leave it for tonight and beginning again tomorrow. Trying to get the timing right when blocking without going into to much detail is rather hard!!!

Tuesday 2 November 2010

Tuesday, 02 November 2010

Here are a few more images of the factory I rendered today to add to the 3D image gallery.



Monday 1 November 2010

Tuesday, 02 November 2010

I finished all the scenes today, lightened and added placeholder objects in place of characters with the camera movements. I think I will celebrate tomorrow, since that’s the end of the object/scene/character sprint, and finally I can start the actual animating!!! There still will need some lighting changed and key lights added to the characters after the animation is completed on each section, but this pretty much wraps up all I can do before animating with all the scene backgrounds lit.
I also decided the website needed a change, and rendered of imagery for the front page and the character profiles. It seemed sensible that the piece is a CG piece, and I am advertising it on the site as a 2D piece from the onset. So now the first thing people will see is it’s a 3D animated short. All good.

Tomorrow I will just upload some imagery for the galleries, then have a day off before beginning planning what shots I will do over the next nine months.

Anyhow renders of the final scenes.






Sunday 31 October 2010

Sunday, 31 October 2010

Today I separated the Plant scenes into separate elements and began lighting. I also edited some of the branches to avoid seams that were appearing in the camera view. For the lighting I went for a very bright high contrast look that I feel really gives the scenes a dreamy look, only not using a similar lighting setup when creating the night scene (which still seems pixelated near the camera with lighting, but with placeholder characters in place it doesn’t look to bad, and is forgivable). Anyhow here’s some renders. I will create the lighting for the last two scenes tomorrow and update the website before beginning planning how to tackle the actual animation before Fridays University tutorial.

Here’s some renders testing the lighting, the braches have come out really well with the intense lighting, and the leaves, branches and fog effect looks as I had hoped.








Saturday 30 October 2010

Sunday, 31 October 2010

Its been a very long week trying to get the final scenes ready for the plant interior but I finished the last branch just a few minutes ago. All that’s left is to populate with leaves and flowers and add lights to the scenes. I think I will do all this in separate files rather than keeping it in one file as I have so far. All in all its seven scenes with 30 branches. Each branch I created high poly, with normal maps, colour maps, spec and gloss maps. In hindsight I am worried that some close of shots of the branches will just be pixelated, and it may have been wiser to use tiled textures rather than one texture per branch, however when I started I really wanted to get that gnarly look that I could only really accomplish with high poly work in the normal map. Perhaps if I wanted to reedit it again, I could use tillable textures for the larger branches, that are shot in close up. But for now I am going to go with it and if it becomes a major problem and really ruins the scenes I will have to go back and rework some of the branches, perhaps 3 or 4 of them. I am most concerned with the scene at night, yet with decent lighting it may be ok.

Anyhow here’s 2 renders with the fog in the background and below that another with a shot with the twigs a little bit to pixelated and below that the night scene. Hopefully It will look better with some leaves in there to. Its very late and been a real slog trying to get this finished. A uphill struggle that didn’t seem to wain, but I got through it so tomorrow I will populate the scenes and finish them off, then I guess spend a day working on the plan of action for animating, a nine month sprint.

I always had trouble building trees.











Thursday 28 October 2010

Thursday, 28 October 2010

I finished the high poly versions of all the plant twigs, and rendered out normal maps and displacement maps for each which will really help with the texturing that I will begin tomorrow. I am hopeful it will only take a day, maybe two to create all the textures, and be done with the scenes after the weekend.

Here’s a shot of the last of the finished twigs. I am thinking of using some photographic textures with some hand painted work, and add some moss to the texture and normal map as well, to add a little more colour and variety to the scenes.

Tuesday 26 October 2010

Tuesday, 26 October 2010

Its taken a few more days to plan out the shots and uv all the logs. But finally I finished uving them today (after admittedly a break yesterday to see social network) and will begin the high poly logs tomorrow. Hopefully I can have them done in two days, and do the textures Friday and sat, and finish the scenes over the weekend. It’s a little behind what I had planed, but still two months ahead of the original schedule. Need to work hard over the next few days and get these last scenes finished, then all the modelling work will be done and onto animating. Seems what I thought would be the easiest to create is turning out rather hard!

Saturday 23 October 2010

Saturday, 23 October 2010

I spent the last few days working on the plant interior environment. My initial plan of creating the scenes as one large section didn’t work how I had hoped because it didn’t give me the freedom to place a branch here or there dependant on the shot. I therefore decided to create seven separate scenes for the plant interior. Firstly creating splines as a block out to each section, then converting these to meshes and cleaning them up. My next stage will be creating the high polygon versions and should hopefully only take a few days, before creating the texture for each at the same time then finally populating the scenes with the leaves.



I also created a fog background much the same as the storyboard/Animatic inside Max, which I am undecided if to use. I may decided in the end to create something in a composite program afterwards because it may be more effective, but will see once the final lighting is made.



Also I have had some memory issues with the textures for the characters at 2048, so will reduce these to 1024’s if it continues to be a problem.

Tuesday 19 October 2010

Tuesday, 19 October 2010

I worked on the backgrounds for the exterior shots today, creating a chimney stacked industrial feel to the background and adding some more factory building blocks as added geometry to the piece. After that I tested the z-depth fake pass to try the blurring. Note this is not using the standard mental ray z-depth but a material with a distance falloff in the diffuse and self illumination set to 1090. The reason for this is to allow for opacity, such as the leaves and character hair. It is a bit of a work around and takes a lot longer to set up (assigning it to each material rather than one go) but renders much quicker and again allow for opacity.

Anyhow where s the renders for the night, the interior also has the zdepth pass in the top right.


Monday 18 October 2010

Monday, 18 October 2010

Reworked my learning agreement for university and the storyboard so the cuts I did in the Animatic and scenes I added are also in the storyboard, for consistency across the board. Going to work on the plant interior map tomorrow and then build a block out of the plant to test the shots before building the main interior of the plant. The idea behind the plant interior is to build just one environment, that from different angles appears to be a completely different area. Making the Elmy world seem much vaster than it actually will be. No renders today so will get on with the plan, and post more once I have the plant blocked out.

Sunday 17 October 2010

Sunday, 17 October 2010

I finished the lighting for the scenes today and the cloud cover. I used 3 layers of clouds so I can animate some layers slowly moving for the end and start shot. I was tempted to also add a light source projecting a map of the cloud cover for added realism to add cloud shadow. However cloud shadow tends to occur when it’s not to cloudy, and a dark cloud blocks the sun, where as very cloudy days the sun cant penetrate to far anyway therefore the shadows and light tends to be rather blurred and soft. I believe a similar thing occurs with the florescent lighting. Although I used mental ray Omnis for all the lighting, there is enough interior lighting to produce similar results as florescent lighting, with the fairly soft shadows.

Anyways here some renders. I am quiet happy with it so far and this may be the final lighting and texture setup except for lighting the characters.






Above is a screen of the cloud and sky setup, using sphere with a gradient ramp behind with three layers of dismal clouds.

Going to have an early night, and work on my learning agreement and rework the storyboard given the cuts that have occurred during the Animatic. Then map out the plant interior for modelling latter in this week.

Saturday 16 October 2010

Saturday, 16 October 2010

I carried on working on the environment the last two days. To be honest I still was very unsure of the exterior shots at the end, and decided to rework the meshs and texture of the final shots where Darren rides of on his bike. I may rework it some more tomorrow, especially the right side building, perhaps adding some steeper angles in the roof and possibly a different coloured corrugated metal look for the top half. Also some rubbish could be strewn about the place. At first I will work on the lighting for the ext-interior and see how that looks + work on the cloud system.


The test renders are taking 5 minutes per frame, so I am well within budget, and there are only a few shots where it is necessary for everything to be in the shot, so those 5 minutes should be reduced. Anyway I think I have a budget of 8 mins per frame for the time I have to render.

Anyhow some renders, these are taken with a general lighting setup which is not final, just a quick test. Basically all the texturing is done (after really reducing the texture sizes for speed and memory issues when rendering) and am quiet happy with the look of the interior. Just some niggly things with the exterior shots that I need to work on tomorrow.