Sunday, August 29, 2004

 

More Epocs and Tests

Have completed updated skeleton for UNmarked. Using that, I've created a test walk cycle. I'll need to further refine the bones in the shoulder and arms to allow for more shoulder twists and arm movements.



Friday, August 27, 2004

 

Character rigging

Have discovered today that the setup for the character wasn't especially very friendly for this model. Will have to come up with another rig. A messy result!



 

Skelegons

Have completed the bone structure for UNmarked using the skelegon feature from Lightwave. Had to go through a couple of tests before I decided on the best rig for her movements. Successfully set up the IK that allows for most of her movements.

Wednesday, August 25, 2004

 

Modeling progress

Completed 2 versions of UNmarked. One for when she's just born and another when she's marked herself. Have made the markings on her body look like they've been made by an old marker that's almost running out of ink. Next model would be the one with a big hole in her head.



 

The original ending

Have been thinking of the ending for a long long time now and i have decided that 'UNmarked' is going to shred herself in the end.

Arrived at the decision because in our world today, the different are almost certainly shunned by the community. Their deaths won't change anything but I just want the audience to feel for her, even for a brief moment how the people who are 'different' feel.

Monday, August 23, 2004

 

Lighting the scene

Spent the day lighting the warehouse. Considering that radiosity takes way too long to render, I've lit the scene mainly with spinning spotlights to simulate area lights. Tutorials on that can be found here. Am fairly happy with the results. I reckon i'd have to darken the shadows a little bit to get more contrast between light and dark.

This is a sample render of the factory space with some dummy characters.



The scene (720 X 576, medium anti-aliasing, motion blur and depth of field) took 1 minute to render.

With basic textures, the scene takes about 1.5 minutes to render.


Thursday, August 19, 2004

 

Status of animatic

The animatic is now approximately 70% done. Quite a few shots had to be added here and there to tie the different scenes together as the errors in the flow of the story wasn't apparent in the storyboards. It's all sitting together alot better now.

Tuesday, August 17, 2004

 

Tutorials and Video reference

Had a look at the timing of the pose pauses in 'Evelyn' again today to get a better understanding of the timing for a sad film. For those that are interested, it's available at http://www.keithlango.com/movies/evelyn.mpg

Keith Lango has also written a few tutorials on tips and tricks to make 3D animated characters more lively by pushing beyond the basic pose-to-pose style animation that always seem so apparent in 3D animations. And that's available at http://www.keithlango.com under the tutorials section

Monday, August 16, 2004

 

Animatic

Have completed all the models (except the shredder) for the story at this point. Have started to move on to come up with the animatic. It's baffling that so many errors and funny cuts showed up at this point that wasn't noticeable during the storyboard stage. I'll have to add more scenes here and there to fix those things up.

Will have to meet with a sound designer this week (latest next week) to confirm that i'll have someone else handling my soundtrack and maybe foley as well.

Am planning to finish the animatic with basic sounds in by this week.

Monday, August 09, 2004

 

Epocs

Have completed some of the modelling for the space as well as the members of the family. The images are test renders of the space in various camera angles. Lighting is prelimenary. Will complete the stage and basis of the characters before proceeding to animatic.

Animated textures help create the illustion of the conveyor belt without actually moving the mesh.

Have also decided to change the look of the film. Decided that the moody black and white look gives the film a more sinister feel. It also helps make the family characters seem like they have an evil side behind their broad grins.











Friday, August 06, 2004

 

Changes, changes, changes...

New character designs out. Major changes include:

a. More cartoony look
b. More 'PRINTED' look
c. Expressionless with a stupid grin to make them look more emotionless and robotic
d. Incorporated 'necks' to allow for freedom of head movement



Sunday, August 01, 2004

 

3D paper character test

Tried setting up the bones for the simplest character which is the mother. Should be quite easy to control her movements with just one IK chain. The textures were illustrated in Adobe Illustrator.

This is probably how she will look in the world. Still going to texture the back of the character.







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