Tuesday, 27 March 2012

Update what will i have as a finished article

HAND IN
The opening shot will be turned into a small teaser for what i wish to achieve for my 3rd year film so it will be texture and have a small title sequence being blown in the wind.
I will have the first set completly modelled, however i will be only texturing the opening shot this so when i get my feedback i can adjust the colours without having to work on the entire set.
  
I will have a trailer of the opening scene with a camera slowly panning forward with the title being blown away in the breeze, we also will hav the a piece of paper blow into the camera revealing the wanted theif (dead or alive),
The opening shot is a little different to what i had planned but its a trailer so thats acceptable, i wanted something people could watch as a finished article. In a ideal world i would of had a short short done, but i cant do all the tasks required by myself. But this has allowed me to focus all my attention on a short film for next year.

The opening set will be built, but only the opening shot will be textured. 
So i will have the opening shot coloured and textured and the rest of the first set completly modelled. With this all done i will have good grounds to make my short film for next year.
 I have adjusted the lighting settings only slightly but already it looks more appealing and not too bright
 decided to add a few suttle pots around the well makes the center point look less empty and gives it more character.
Oh im gonna have fun uv mapping the entire scene
Just to show the other set is actually getting built here is a few shots to show that everything i have built is going with the animatic, the reason why i have built it all like this is so i can have consistant lighting throughtout the shots.
I built this set with full intent of using it to the max and that is why i will have more time to dedicate it to animation which is what i really hope to achieve.


Wednesday, 14 March 2012

Enviroment development

Well this enviroment im doing is for 1 of 3 sets that are being built for the short....still got tonnes of development to be working on.



Using the animatic i can plan and build the set for the which the characters will be involved in.

 Made the layout larger then it needs to be so i can play around with the opening camera shot and weather a further zoom would be more effective.
 I am going to be honest i am not looking forward to texturing this.....(goodbye easter holidays)
So now i just have to make sure the it keeps developing...needs alot more detail till its anywhere near the level which i want it to be.....

 decided wireframe shows my work much better you can see there is more then block buildings

 so many polygons
 working on some detail in the stall section
Why so big?
The opening set is built around the animatic, im building the set so you can have what you see in the animatic, you can see if i was to go around this world with a 3d camera. I believe its important i stick to building the set as close to the animatic so i can match the shot when needed using the 3d cameras, plus i like to give myself a challenge....yes i could of done a small interior of house or something but where is the challenge...bigger the task the more i was going to learn from it.
 The time has come.....UV Mapping 




 this is soooooooo slow, but its getting done the opening shot will be mapped and i have allowed myself alot of time to texture and to get the renders right


Tuesday, 6 March 2012

animatic timing


An uploaded version of my animatic the timing issue has been greatly resolved just a few minor adjustments have to be done now.
Thanks to my lovely storyboard artist  http://y2sdarby2d.blogspot.co.uk/2012/02/post-9.html
she took my orginal storyboard and animatic and expanded it visually, the storyboard she gave me was clear all i had to do was work out the timing issues in order to get the outcome you see before you.
Please look at the animatic at the bottom since that is the final one with no viewing issues.
 Latest animatic


The timing is slightly longer, its gotten to point where i will start timing the animation out on the animatic so it shows a clear view of the movement involved



New animatic

Ive seen you cant see the opening very well at all prob due to compression issues, this has now been sorted, cant wait to get started on this as an actual film.






Sunday, 4 March 2012

Moodboard-Textures

  When it comes down to texturing the layout that could well decide the overall feel of the short...so i have thrown together a view images of the feel i am looking into. Look at the backgrounds. They all have an appeal about them when it comes down to textures but this is something ill look at more when the modelling has been finished.











Saturday, 3 March 2012

Demo reels

These are demo reels in which i aspire to get to that level for my 3rd year film each one is truly beautiful in there own way and a great example of 3d used well except for the tarboy i just like that short as a 2d awesome!!! Ive got alot of work to do to have work that stands up next to these.

Modelling i forgot about







Found these files and i forgot to show them....i think i might of added the old man somewhere down the line honestly cant remember....as for the ear its an interesting thing to model sadly i know i can do better but thats gonna have to wait when it comes down to the actual character model i have to do in the pipeline if i cant find myself a character modeller.

Moodboard/ Inspiration

Yes you may of noticed i had a major blogging session its because ive been editing my old ones.....and someone i know said that looks messy (Steph) so ive had a cleanout so its easier to find what your looking for.

Back to the task at hand what really has inspired me is the Oscar nominated short

http://www.oktapodi.com/
My love for this short comes from the simple storyline and its wonderful use of textures

Trailer

well i plan on having a short trailer of the opening sequence as a finished outcome looking a little like this, below we have the storyboard for the trailer, and below that we hav a quick timed animatic.



 I will have the wanted poster blow in the wind and eventually hit the camera which is when you can can see the wanted poster, then the credits fall giving a brief description of what is about to happen in the future.



Of course with all of this being done in maya we are going to have a very different effect to what we are actually see, but im positive looking at it now it can be done to a high level which is required.

Proposal New

Well i would like to have my opening set built for the showreel at the very least, but im pushing myself to hav a trailer made for what the 3rd year.
 I will have a very quick trailer which will be leading on to the 3rd year film, the trailer will be the opening scene with a camera slowly panning forward with the title being blown away in the breeze, we also will hav the a piece of paper blow into the camera revealing the wanted theif (dead or alive),
The opening shot is a little different to what i had planned but its a trailer so thats acceptable, i wanted something people could watch as a finished article. In a ideal world i would of had a short short done, but i cant do all the tasks required by myself.

Career intentions


Career Pathway of Director
I wish to become a director eventually when ive graduated and work on feature films. I enjoy the responsibility of having everyone organised and to a task but what really appeals to me is making films something that people can watch and enjoy. I am well aware it wont be a easy task but im prepared to work for it, leaving me to believe that it is possible to achieve.


Skills
 The skills required are exceptional artistic vision and creative skills to develop an engaging and original film.   commitment and a deep passion for filmmaking are essential, along with the ability to act as a strong and confident leader.  Directors must constantly make decisions, but must also be able to delegate, and to collaborate with others.  Excellent communication and interpersonal skills are vital to get the best from the filmmaking team, which is perfect for me since im a good motivator.....but what i believe works best would be inspire if you have people who want to work on your film as badly as you do and make it a success they work harder and gives you much grander results.


Pipeline
Is to get the story first of all sorted i know what i want to get done so its turning it into a visual which will be the challenge, So i intend to get alot of prep work done by working with a few people cause its immpossible to make a good film by yourself and divide the tasks depending on strenghts. But for now i think ill just design the opening shot so i can get a feel of what the film next year will look like. Also with the prep work done ill be able to spend some quality time on it.

Music/sounds

Well there is something that will have to be looked at during the closing stages of work. I love piano and violin...but really this is a job i would set for a sound designer, a nice musical piece.....music really has the power to completly change the mood and feel of a short.

I may be going off topic but again forward planning doesnt hurt, for the finished article sound can be the difference settig the mood and completly appealing towards the audience. If done wrong it can really go against a film and it doesnt matter how beautiful it may be it will lose all appeal.

 Here we have a prime example of sound used well would be Hans Zimmers piece for The Dark Knight...Its a dark piece of sound but it really adds to the drama of the film. Although i would not be able to make the sound track for the short i could give my feedback to what i beleive we should be aiming for as a finished soundtrack, adding sound affects is a much easier task cause you only have to think about the sound to go with a specific action....compared to creating a soundtrack to create a mood and feel of a project.

Modelling/polygon research

A few quick models built in maya and chucked into a scene to try and give a rough idea of what i want....realisticly i want more models in the market i want little details which make you look and go 
Wow!!!!!!























Now since im doing an enviroment i have to look at the polycount which it needs to have since its for a film its allowed to be higher then a game enviroment but to give you a understanding of what a enviroment has you first look at games and see how many polygons it takes to make things on there.

Jak & Daxter, PS2, 2001
Jak - 4000 polygons

 Jak II, PS2, 2003
Jak - 10,000 polygons*

The Legend of Zelda: The Wind Waker, GC, 2002
Link - 2800 polygons

The Legend of Zelda: Twilight Princess, GC/Wii, 2006
Link - 6900 polygons

Super Mario Sunshine, GC, 2002
Mario - 1500 polygons
Levels - ~ 60,000 polygons

Half-Life, Dreamcast, 2000-2001 (Canned)
Zombie - 1649 polygons

Half-Life, PS2, 2001
Zombie - 2822 (Highest LOD)

Uncharted: Drake's Fortune, PS3, 2007
Main characters - ~20,000-30,000 polygons
Drake - ~30,000 polygons
Pirates - ~12,000-15,000 polygons

Crysis, PC, 2007
Nano-suit character - 67,000 polygons (uncertain whether it's an in-game model or not)*
Characters' heads - ~2500-3000 polygons
Characters' bodies - ~5000 polygons

taking these into account and the fact these are used in the real world i think i can be try and model around these kind of numbers it may be for a short film but its not gonna be for a world class film, so i can safely work round these numbers and use this knowledge to help me obtain a job.