Snaps
As we will be taking some time working on fixing the film before uploading here are a couple of snaps to show what the end result looks like.
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Post Gold
While the deadline has been reached the brief states we have one more week to make further enhancements to the film that can still be counted
towards the project so I felt the best thing to do was to watch the gold version of the film and make a list of all the problems on a shot by shot
basis then prioritise them and decide what we can fix in a week to keep the films mistakes to a minimum.
The top priorities for Sam at this point are reconstructing the audio to get this back as it should be, rendering the missing pillars for the queen.
Rendering some shadow passes due to missing shadows on a couple of key shots and fixing some timing issues that snuck into the final render.
I will be fixing the saturation consistancy issue with the compositing, rerending a couple of characters again to fix some turbosmooth issues in a
couple of shots to get them looking a little nicer, and one shot involves the characters being in contact with eachother and the camera rotating that
switches the layer order of the characters so I will try and work out a suitable solution to this by either using a mask or rendering both characters
together in the same pass.
With these fixes it should solve a number of odd issues that are currently dragging the quality down in the main parts of the film. Leaving some
of the bigger issues that I believe are unsolvable in this timeframe such as the outdoor environment and the queen dialogue. The end result I believe
should be quite good. Once these have been delt with I will get the film uploaded so it can be viewed online.
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Gold
All the fusion renders have been put into premiere along with the sound and rendered out for the handin, unfortunatly this did not go smoothly
the sound setup in premiere was lost so the music is missing along with a lot of sound effects for the first half of the film.
The film still had issues with the outdoor shots so these were not to the quality of the rest of the shots, but I will look into enhancing these
myself once the issues have been fixed and rendered properly.
The middle of the film come out quite nicely but I need to adjust the compositing as a number of shots are quite desaturated compared to others
so I want to add a bit more consistancy to the shots.
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Compositing
Deadline day is getting extremely close now leaving very little time for in depth compositing but I have managed to composite 38 of the 43
shots in the film, 5 - 42. The outdoor shots still require some fixing so are being left till last.
After collecting environment passes I discovered a number of shots were missing the queens pillars and some shots even had incorrect textures
on the environment, unfortunatly there is no time left to rerender at this point so this will need to be fixed after the first handin.
We have met up with our sound guy and collected the final music for the film, overall the music seems to work quite well, but the dialogue
for the film is still quite a huge problem, the queens voice is not good but we do not have anyone at this time that could rerecord the dialogue
for the queen at this time.
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Compositing Tests cont.
Once I was happy with the volight setup I wanted to work out how to get the robots eyes to leave a trail as it moved, this is an effect I have
seen working well with some external plugins but I did not have any of these available for a direct out the box solution, for the eye glow I rendered
out a eye mask pass, I tried linking this into a particle system so particles were given off from the eyes, blending the particles and limiting
their lifespan this gave off an interesting trail effect but would probably need some tweaking to get nice results.
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Compositing Tests
I have been working on some fusion sample setups to get some of the effects worked out ahead of time, to use as a template for the final
compositing. The main things I am trying to achieve is adding volumetric lighting effects through the volight macro, and a light trail
for the robot eyes along with general enhancements to the shots to get the most out of them.
Early tests for volumetric light were leading to unexpected complications as the plugin appeared to be casting black light and would not
merge into the scene without major pixelation issues, after many hours of experimentation it turned out volight does not work with the
colour bitdepth Sam had been rendering out the environment passes at, setting it back to 8bit per channel solved this issue.
Once this was worked out I setup the volight to work off the background matte painting using the environment as a mask so the light looked
like would be coming through the windows of the environment, this setup seemed to be quite effective and in some shots gave some very nice
effects.
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Render Week
Lighting has progressed smoothly, while lighting needed to be done quite quickly on the whole I think I have been able to get the characters
working quite nicely, and I have started rendering the diffuse and ao passes for all of the characters for shots 5 to 42, this will take quite
a while so the next few days will involve render babysitting, while doing some fusion tests once we have a couple of complete shots together.
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The end is nigher
I've been able to get all my tasks sorted in time, all the shots have been fixed and we have readjusted the left over tasks so I will now be
lighting all 3 characters from shots 5 to 42, basically all the interior shots, sam will be dealing with the outdoor shots at the start and end
of the film, along with the environment lighting for the interior.
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The end is nigh
Theres been a number of updates over the last week, texturing the queen character, going back and tweaking textures for the
other characters getting them to a point where they could be used if needed. I had to make a number of changes to some
of the characters from the rigged versions, material id changes some uv tweaks, mistakes that slipped through, some of the uv
mistakes were pretty stupid so i'd like to say it was lack of sleep.
The Queen texture I kept fairly simple, since the character is mostly in the background I don't think this character needs
the detailing of the others.
I've been appling the character textures and updated uvs and ids to all the scenes that have their first pass animation ready
which was a little time consuming but going smoothly untill I reached the robot and discovered it wasn't going to work, attempts
at transfering the uvs completely broke them. This is quite an annoying outcome, clearly something was changed along the texturing
process that stopped this from working with this character so the only option I was left with was to reconstruct the uvs manually
using the new uvs as a guide, this was an extremely slow process and basically wasted a day trying to fix, which is not ideal as
there are other tasks I need to be getting on with and this day was not accounted for.
While updating the shots I found this image quite funny as it actually looks like a behind the scenes movie set. Getting to see some of the
final animation with the textured characters it was the first point where things seemed to be coming alive and feeling like a film, hopefully
with the environment textures and lighting in there as well things will look quite nice.
My main tasks now are to get all the shots updated so all the textures are working correctly, also update
the morph targets for the lip sync and expressions as these still need some work. Then the final task before moving onto
rendering will be doing the final cloth simulations. If somehow I manage to get all this sorted early I may also assist with
finishing off the lighting.
Once rendering starts I'll just be focusing on compositing, hopefully no more issues will come up as we really do not have any
spare time to deal with anything but the essentials now, its a case of finish off our main tasks and start rendering.
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Experimented with using falloff to get some fast rendering fake reflections and edges, has a nice effect of bring some more colour
into the texture, i think the metal looks nicer and never the dark shoulderpad seems to work now.
Now I will move over to the queen, hopefully this can be done quickly as I still need to fix up some of the issues with the
main characters texture.
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More progress made on the robot texturing, will be moving onto the Queen character very soon now, i think i'll be changing the
spike shoulderpad as the dark material seems odd. But hoping after a little more tweaking I can move onto the Queen as this is
at a level that can be left for now.
The small robot can use a lot of the same textures but has a few unique areas that needed adjustments, might need a higher resolution
texture for the neck due to the increased size compared to the large robot but seems to be working fairly well at the moment.
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Currently busy trying to get the robot texture sorted, not quite as progressed as the main character yet but its coming along.
The large part of the arm has noticable markings that are just mirrored, so I will either have to remove any obvious markings
from the texture or use a unique texture for each side. This would be prefurable assuming we don't run into memory issues when
rendering.
I would like to get some more variation into the colour, around the body and waist and neck as its starting to feel a bit
to red, so will experiment with some alternative metals for those areas.
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Texturing
Pressure is on at the moment to meet the beta deadline thats currently about 2 weeks away, my main tasks at the moment are texturing all 4 characters,
maybe 3.5 due to the small robot being a tweaked version of the large robot, and finishing morph targets for facial expressions and lip syncing, which
is going to be quite tricky but we'll see what we can manage.
The main characters texture is progressing, its taken a while to work out how to do it but I feel like I won't be able to spend much longer on it
as I need to get onto the next, so will spend another day cleaning things up and move onto the next character, if time allows look at making further
updates but that is seeming like it probably won't be possible.
For some reason the character is giving me a bit of a mortal kombat vibe at the moment that is quite unexpected considering the models style.
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Background continued
Spent some more time working on the background, I felt the ground wasn't working as well as I would like, I wanted to try and
get clear tone ranges into the ground to help portray distance better.
I have also spent some time reorganising and merging layers to split image into 3 main sections, close, mid and far, so these could easily be
saved out seperatly if needed to create simple parallax scrolling effect.
While there is still plenty of more experimenting and tweaking I could do to the image, the tree definatly needs some more work,
I think I will move onto texturing now and come back to the backgrounds when we have some proper renders before deciding what more to do with the image.
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Background
After some tweaking and a few more cloth simulations I managed to get the cables under control, this means the queen is pretty much
ready to animate now, so I can finally move on from this stage of getting characters ready and pick one of the other major tasks.
The current high priority list is character textures and background matte paintings, and at the moment I feel like I could use a break
from characteres so I decided to start work on a background. I have a rough idea of the style I would like to go for but the actuall image
itself will come from experimenting and seeing what works.
After researching some techniques on how to setup cloud brushes I managed to get something together, this is not a completed image but a
first version.
Its been a while since i've had a chance to do any proper 2D work so its quite refreshing to be able to spend some time in photoshop just
painting, i'd like to spend a bit more time experimenting and trying to come up with something nice but due to the deadline I can not afford to
spend to long on the backgrounds as texturing is going to be a huge task and technically more important as the backgrounds can always be hidden
behind depth of field effects and lighting effects so doesn't have to be perfect.
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Cables
More work on the queens cloth setup, things didn't quite go as expected, if you watch the video carefully you may be able to spot a subtle mistake.
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Weapons
Now animation is underway I had a sudden reminder the weapons are still missing, the robots sword and the boomerang, the boomerang itself
was partly made when the left shoulderpad was redesigned to have removable ears, then once the ears are removed a morph target will adjust the
shape into something more suitable, so it was just a case of working on a morph target that thankfully is only a minor task.
The sword managed to get left out due to me cropping the robot reference images to just the key parts I needed and by the time I'd finished i'd
completely forgotten about the weapon, but now we have that sorted, modeled and unwrapped, just waiting to be textured like everything else.
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Skinned Cloth
Been working on finishing off the queen mesh, uv mapping and skinning and cloth, this is my first test of a rigged cloth system, currently
glitchy but its a start, the rig movements were a bit crazy so we have a head banging queen for now.
From this its clear any major body movement will be a problem with the belt part of the clothing causing trouble, but this area of the
model will remain still in the film itself so may not be a problem, the clavicle bone is also a problem at the moment, this may be due to
the skin wrap not having a proper shoulder to link to, so I will have to do some experiments to try and fix this, but for now heres the first
test render of the cloth working with a skinned character.
lol...
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Cloth
With the queen close to finished I wanted to carry on with my cloth research, tutorial videos on the subject were not giving
me details I needed to know that would work for our specific needs so I went to the tutors at uni to see if I could get any help
and thanks to sol we were able to work on some tests and managed to get some nice results, here is a quick test render of the
cloth setup that I hope to get into our final film.
The castle environment has flags along the top so these will also use a similar setup. Potentially the outdoor environment at the
start and end of the film could make use of it as well but this is a lower priority and will depend on time, but I feel we really need
to get this effect working on the queen, cables and the castle flags as a minimum.
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More queen progress, this version will be shown in tomorrows group session, will make adjustments if needed otherwise it is
almost ready to be unwrapped.
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More progress on the queen, aiming to have this finished or very close to finished in one more day.
Also experimented with zbrushing the main character to get some of the muscle details in, will need to
spend a bit more time on this as the results are a little patchy at the moment.
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Queen
Rigging for the robot is done, results seem to be functional but could be improved on, will try to see a tutor for advice on
getting the rig tightened up if possible.
Started work on the queen, I have experimented with trying to get cloth animation on the clothing but due to the double
layer design at the bottom early results aren't looking to good, will need to do more research to see if multiple layered
cloth is going to work.
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Been a bit of delay since the last update, mainly due to essay tasks getting in the way, but since the last post, robot model
has been finished, along with a lesser robot variation which is needed for one of the early shots. Both models are unwrapped
and I am about to link with the rig.
A few extra changes were made to the robot to allow for better animation, the foot has been
split into 2 key parts so it can deform without looking odd with a riggid surface bending. Also the joins for the elbow / knees
have been remade to allow each half to rotate seperatly, this was done as the original design of the robot was supposed to follow
a structure of a toy figurine, and after inspecting some figurines I noticed these joins were actually split in half and rotated
seperatly.
There were a few delays with the rig so while waiting I started work on the final character, the Queen, the bulk of the queens body
is covered in cloth, and I would really like to get the cloth animated properly, similar to a previous years film involving a jade
dragon, I have not done cloth before so will have to do research into the process while working on the character, as a backup I will
be modeling the base mesh normally, and if the cloth seems to be doable then hopefully the base will not be wasted as it could be scaled
down and used as a collision object for the cloth to sit on.
But for the moment the queen is back on hold as I want to get the robot rigging / skinning sorted next.
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Well the project has now hit alpha stage, before the alpha I was working on all the uvmapping for the main character, to make sure it
was ready to skin as soon as the rig was finished.
Once this was done I spent some time tweaking the character rig to fix a couple of issues that would have caused a little trouble with the
animation at a later stage if were left as they were, once this was sorted I went onto skinning.
Skinning process took quite a long time to get working nicely and I was really happy to see the results of the forearm twist, in my second
year film I was not able to get forearm twist into my rig and this lead to a ton of issues with the wrist collapsing, this setup is working
nicely, I have rendered out a quick skin test to show the results, I have tried to use as extreme movement ranges as I wanted to be sure
the character could handle the fight scene properly.
Now this is done animation can start properly for this character and I will go back to finishing off the robot, hopefully he will reach the same
stage quite soon now as his rig / skinning will be a lot easier to do.
We hope to get an official alpha uploaded to the site soon, due to complications with the rig we were set back a few days and couldn't get the
proper character into most of the shots so we will spend a little more time adding the updated content before uploading.
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After some group discussion we decided to adjust priorities a little to help meet the upcoming alpha
deadline, so I have stopped working on the robot for the moment and we are focusing on getting the main
character in an animatable state, which currently means doing all the uvw unwrapping, creating the rig
and then skinning, then the animation for him can start, once we are at this stage I will then get back
to finishing off the robot.
While the robot isn't 100% complete yet it is very close now, the main noticable recent change was making the
teeth, originally I was going to just have the teeth as a texture with the normal map to give them a little
bump but I decided to model them properly as it should look better this way, and the mouth could be animated
if we wanted to.
Now the focus is getting the main character ready I've started on the unwrapping process while
Sam focuses on doing the rig, and once both these tasks are done I'll start the skinning process.
This is a shot of the main body that I have been working on, trying to keep seams to a minimum by
attaching as much as possible without causing to many areas to distort, I have been able to keep
the red areas to a minimum so I hope this will be ok. The shoulders are showing a fair amount of distortion
but these are hidden under the rabbit shoulder pads.
The other change that still needs to be sorted is adjusting the shoulder pad to have detachable ears to fit
with the new ending where the ears are used as a weapon. At the current rate I hope we can have the main
character ready by friday giving us 4 1/2 days to work on the animation for the alpha and get it rendered out.
Once the alpha is out the way the robot will be ready shortly after and the film should really start to come together.
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Version 3 of the previs is online as expected, go check it out if you haven't seen it.
Made some more progress on the robot, all the main elements are there now but there are a few gaps that need filling and not everything
is connected the way it should be yet.
The target was to have this model ready for the next group session and
that gives me 2 more days to work on it, this should be enough, anything that needs to be adjusted beyond that would
hopefully be only minor tweaks.
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Added our screen play to the project page, with highlighted dialogue for quick reference, this can be found here.
The character sheet page is now online as well, this is something that should have been online a while ago but got lost somewhere along the way.
Also we hope to get version 3 of our previs online tomorrow, this has a new ending that we feel works a lot nicer than the current version.
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More progess on the robot.
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Some more updates on the robot, from my current progress I feel like the robot plans may need adjusting in places
as some of the shapes are not clearly worked out and some of the shapes could use improving but I will look into this
after getting all the key areas worked out.
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After a group session we managed to get some feedback on our work and we come up with a few more adjustments to be made
to the character.
- The body shape is a bit too feminine, too much of an hourglass type shape.
- The clothing around the waist could use some adjusting.
- Make some adjustments to the chin.
After working on some of these changes I have now started on the second character, the robot.
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Managed to meet up with the group to get some feedback on the model progress and identified some changes to make.
These were some of the key points.
- Feet - remove the toes to make it more of a shoe
- Eyes - reshape for a more angled look
- Arm - increase the size of the armor on the arm slightly
- Head - Make the back of the rabbit larger to cover the back of the head more
- Weapon
- Inner mouth for talking / lip syncing scenes
Started off by working on the weapon, some of the points around the middle were unexpectedly tricky to keep tight
and angled and went through a number of versions but I finally managed to get a result I was happy with.
Then I started working on the mouth, I think these will still need a bit of tweaking as they are a bit to round at the front,
but the bulk of the work here is done just need a few tweaks.
I've gone through and made all the adjustments on the list and a few extra to try and get the model ready and it
feels very close now, I will likely start on the second character very soon. Here is an updated render with all the
latest tweaks.
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The base model is nearly there now, just need to do some cleaning up as there are a whole load of hidden polys that will make the skinning process a nightmare but
for me this is a milestone point where the mesh is gap free and close to final.
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More work on the updated model, noticed the edge loops were completely wrong for the toes so fixed those along with
trying to get the new armor worked out.
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Now we have new designs for the main character i've been spending time adjusting the model, stripped away all the
old armor and clothes to get a solid base to work from then started making the updates.
Wanted to start with one of the key changes the new rabbit ears.
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Been working on some mood boards and added a new page for them.
Uploaded the previs to vimeo so that is now viewable online here.
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Started working on a sculpey version of the character will take some photos when it has progressed a little more.
Written up notes for our latest group meetings, these are found on the usual page.
Made progress on the 3d model, model no longer has any missing sections so is looking a lot more complete at this stage.
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Spent some time updating the main character model, hands, arms head and ears are a lot better now. Still a fair
amount left to do but its looking more like a proper character now.
Also carring on with the previs, setting up cameras and basic character movements. Once all the scenes have been done
we'll have a group meeting to get all the work together and make a final render.
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Previs continued
Been doing some more blocking out for the previs, the throne room has been adjusted to match the scale of the plans,
and I have setup simple proxy rigs for the characters to allow for simple movements.
This means we have most of what we need to make the previs now, just have to start setting up cameras movements and timing.
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Site Updates
Made some adjustments to the site, sub sections are now linked on the main page, this makes general
navigation of the site a lot easier, less hunting around.
The animatic is now up in streaming form on the animatic page.
Latest version of the storyboard is now online, instead of just the older thumbnails, and thumbnails moved to their own section.
Previs placeholder added as this should be making its way onto the site in the next week or two.
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Previs
We have an upcoming deadline for the previs, so I've taken the task of blocking out the key objects to use for it.
Once all the needed objects are made we can work on remaking the animatic with all the blocks.
To start I watched the animatic a few times and listed all the key objects that would need to be made to put together
a suitable previs.
| Asset List |
1
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5
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9
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Landscape
Plants
Rocks
Dying flower
Dead flower dust
Sky castle
Energy beam
Rabbit character
Lance weapon
Title / Logo
Throne room
Pillars
Steps
Chair
Flags
Queen character
Guard defeated bodies
Head robot guard character
Broken pillar
Queen face surprised
Rocket trail
Electrical / lightning effect
Energy ball
Energy blast
Energy rain
Healthy Trees / plants
Distant trail
Credits
|
In the final version a lot of the landscape is supposed to be a matte painting but for now I decided to just block
out the main forms we are going for.
Other updates include a updated character concept art page,
as there has been a lot of work in progress designs for the characters it was feeling a bit overloaded so only the recent images are
shown and the older images moved to their own sub section.
I have also been trying to get the animatic uploaded but vimeo is refusing to work so have been unable to sort that so far.
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Animatic
Spent many hours working on the animatic getting the original updated with new pannels, reworking the timings and we have something
that seems to be working. I have spent a lot of time hunting around for sound effects using resources such as
soundsnap for the effects.
I have been using After Effects for the visuals and audition for the sound, as I feel these are best suited to each area. Audition
lets me modify the audio while giving me a video preview so I can easily sync the effects giving me a lot more control than trying
to just do everything in Premiere.
I certainly do not feel like this is a final version of the animatic as there are many areas that need fixing up, the fight sequence
is still using the thumbnails as we have not made higher quality versions of those yet and the timing is not accurate, and most of the
sounds need a lot more work and backing music is completely missing, but this is definatly a valid first version with all the important
information clearly visible and does a good job of explaining the story.
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Wrote up notes for another group meeting, focused around the upcoming presentation / animatic deadline,
these can be found on the usual page.
In our meeting we got together the latest pannels and timed out all the shots just by acting out the motions
where we could and reading dialogue and using a stopwatch.
I've taken on the task of putting the animatic together so i've collected all the latest scans and chopped
everything up to remove duplicate old pannels and putting everything into after effects to apply our times
to each image.
Once I have this put together I'll be working on getting some sounds in place and then we will have another
meeting for everyone to view the animatic and work on tweaking the timing. When everyone is happy with it
I will upload it to the site in a streamable form.
Added an animatic page to the site.
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We had another group meeting so i've done a full writeup on the topics covered, this can be found on the usual meetings page.
Also I have started working on some designs for the queen character which is the other main character I will be making for the film, i've added the first pic to
the concept page.
I've tried to get more of a robotic look into to the character, greater focus on the power cables she will have running around the environment to control everything
and adjusted the clothing to expose more of the characters mechanical parts like the arms.
She is the one absorbing the power and controlling everything so I think this look suits what the character is about while keeping
to the original theme. But the modeling for this character is a few weeks away still so there is still plenty of time to work on refining the look of the character.
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Site Updates cont.
Working on a visual research / links page to show our sources of inspiration and what kind of style we are hoping to achieve,
the page is lacking at the moment but will grow over time and give us a centeral location for the group to refer to while working on the project.
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Site Updates
Latest version of the thumbnails have been scanned in and added to the storyboard page,
the page was starting to feel a bit crowded so moved all the older versions to their own page, also helping to reduce wasted bandwidth as most people will not
need to see the older versions but I wanted to keep them viewable to show how things progressed.
A couple more concept images have been scanned and added to their relevant sections, and I have also put up a place holder for Sam's blog just covering a few
key headings for the subjects that will be mentioned in full once the proper blog it setup.
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Spent a bit of time working on specific areas like the fingers and nose, in the last project I kept the hands quite simple
but this time I wanted to knock the detail up a little and define more of the shape in the base mesh. While working on the
nose but found myself unhappy with the results, I seemed to be resorting to adding far more polys than I wanted and the shape
still wasn't feeling right so I decided to go hunt around for some tutorials to see If I could find where I was going wrong.
After some hunting around I come accross a suitable tutorial on 3dtutorials.com.
Unfortunatly only the first page of the tutorial seemed to work as the links were wrong but thankfully by manually adjusting the url it was possible to view the other pages.
Page 1,
Page 2,
Page 3.
After using this as a guide I was able to get something that seemed to work.
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Bunny Day
Back on the model again and the bunny is present, will be working for most of the night so will put up pictures
as it progresses at key points.
After a bit more work took a few shots from multiple views.
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Modeling continued
Been working again on the model, made some more progress, spent a while working out the feet and adding more details.
After a few more hours managed to work up the body a bit more, heres a little turn around to show the
model from other sides. This is as much as I can do tonight so will carry on with it tomorrow.
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Modeling
Modeling has begun, this is a bit of a push forward due to the overlapping showreel project that requires a model to be done after
only 2 weeks of starting the project so some of the recent concept work may not stay the same for the final movie but things are going
ahead anyway, we'll see how it works out. Anyway heres my first progress shot of the character.
I was unsure how to deal with the tubes at first but decided to make them out of splines as this would allow easy tweaking of the shape
while avoiding any unwanted deformation.
The rope belt is an unknown at the moment as the detail for this may work with a normal map but I have a feeling I may need to model some
detail into it as the normal map may not be enough with a completely rounded base.
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Drew a armless side view of the character for use as modeling reference.
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Character sketches
I've been working on a couple of character sketches, these are specifically drawn with the modeling in mind, in the current versions
the bulk of the detailing is from the muscles that when transfered to 3d could look a little plain.
As my focus area will be the character modeling I wanted to make sure the models have a good level of detail that give me an opportunity
to test myself and hopefully make something that looks quite impressive without straying to far from the original designs.
Once this character is worked out I will start working on an updated version of the spirit character, as this will be the second character
I will focus on, while Glenn will be dealing with the robot character.
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More site updates
Wrote up the notes from our second meeting and added that to the online log.
Now the concept art is starting to grow it seemed like splitting the concept section into character and environment sections
would make things easier for the viewers.
Added the storyboard page, we are not at the stage of
having a final storyboard worked out yet but I thought it would be good to add the original storyboard and thumbnails to show the
projects development as we update and refine the work.
We are aiming to have a updated set of thumbnails based around the most recent version of the story ready for tuesday as this is
when we need to present the idea to a panel.
Added a quick url specifically for the project which is www.sknapman.com/uni instead of having to go to the main site and hunt around
for the right section.
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Been working on getting the project pages in place, uploaded some of the drawings for the concept art page. Fixed a css bug that snuck into the blog
and make a few other updates to get it all working nicer.
The storyboard is still being worked on so hasn't been scanned yet so I will work on getting the group log page up with the notes from our first meeting.
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New project
Welcome to the new blog, this is for my third year short film project, the big change from the last one is this is now a group project, this blog is just for me
as everyone on the project will be keeping their own development blogs.
This base of this project was founded by Sam as this was his idea and I decided to join the team along with another guy called Glen. The files title
hasn't been confirmed yet as everything is still at the planning stage and the basics are being worked out.
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