For this assessment, I had to set up in a group of five people maximum and then formulate a series of ideas and strategies for producing a piece of media that would be beneficial and relevant for our final showreels so we can show our specific skills in different fields of animation/visual effects assets. Also to create a showreel that shows my specific skills in a field of animation/visual effects such as modelling, texturing, use of VFX in After Effects. Below is a journal of how I progressed throughout the assessment.
Industry Exercise 3
Thursday 10 May 2012
Wednesday 9 May 2012
Research
For this post, here is a collection of research that I have conducted on elements that would be relevant to the concept and type of product we wish to produce for post production. As we were going with the idea for creating an action scene involving a flying car, we all had to look up different aspects of research for the project.
Car Research
Rocket Car
A vehicle that is powered by a rocket engine is called a rocket
car. Rocket cars are capable of achieving high speeds and can run engines for
relatively short amounts of time. Similar to jet powered cars but one main
difference is that rocket cars carry both fuel and oxidizer on board, which are
of course crucial for combustion and supplying power in order to accelerate.
Though some hybrids of rocket cars are produced that use nitrous oxide for
power.
Flying Cars
Aston Martin
The Aston Martin
is a large luxury sports car manufactured by the private limited company Aston
Martin Lagona Limited, founded in 1913 by Lionel Martin and Robert Bamford and
based in Gaydon, Warwickshire, England. The origin of the company's name is from
one of its co-founders Lionel Martin and Aston Clinton, which is in
Buckinghamshire. From 1994 to 2007, Aston Martin was a subsidiary of the Ford
Motor Company, as a part of the Premier Automotive Group in 2000.
http://en.wikipedia.org/wiki/Genre Research
Thriller and Suspense
These
genres of literature are types that promote suspense, intense excitement, high
levels of anticipation, anxiety, uncertainty and nerve-wracking levels of tension
which are the key elements. The key to an genuine thriller is for the story to
pursue a single minded goal, with elements to keep an audience "on the
edge of their seat" as the main plot builds up to a climax. The emotional
tension begins and arises when the main character(s) are placed in a menacing or
dangerous situation/mystery or a dangerous mission/incident where the concept
of escape seems impossible.
Also
a thriller story is effective when the principal character(s) are unsuspectingly
or unknowingly involved in life threatening situations or they are engaged in a
conflict with outside forces. Commonly used plot elements of the thriller subgenre
are fight and chase scenes, though many different characters and methods are
used to make scenes more interesting. Some common subgenres are psychological
thriller, mystery thriller, action thriller and crime thriller.
A great example of the thriller/suspense genre is North by Northwest, which is, in my opinion, one of Alfred Hitchcock greatest masterpieces.
|
Company Research
Double Negative
Market Place Post Production
Envy Post
Marketing
Research has
shown that post production in the UK is normally assigned to several major
contracts in large companies, thus making it difficult for smaller film
companies to secure work on major projects.
Marketing is
mainly used for identifying a customer, satisfying their needs and desires and
keeping that customer. Resources of potential customers, target communications
and identifying assets that are relevant to our skills and the purpose of the
company we wish to engage in are crucial key elements to good marketing.
Few links
below for references/research
Friday 4 May 2012
Designs
Flying Car
Below is a series of images I had produced, based on
research, mainly designs for flying cars that could be of some use for our
production project. This flying car is only one idea as we would be developing
more ideas over the course of the year. All the images below are either created or occasionally manipulated using Photoshop CS3.
Blueprint style, first design based on rocket propulsion system. |
Blueprint style 2, another design based on rocket propulsion system. Attempted to fit it in with structure of car. |
Manipulated photo of Aston Martin with airplane style wings and rocket boosters (located at boot of car) added and blended. |
My own illustration of a combination of Aston Martin and wings. The design is hand drawn, scanned, coloured and textured. |
Monday 30 April 2012
Animation/ VFX Showreel Progress
In this post is the record of progression I have done for elements produced for my showreel, elements that were relevant and would show the type of work I specialize in. As I was producing a showreel for visual effects/ animation, I decided to combine a sequence of clips that I had produced either in previous years or developed new stuff to show off my skills.
Originally I was planning on producing a showreel on traditional (2D) animation, as that is the main field in animation I like to be involved in but sadly as not many companies specialize in 2D animation nowadays, I turned my attention to visual effects.
Earth in Space Scene
For one sequence to add to my showreel, I decided to produce another CGI shot in Adobe After Effects, based on another piece of work I had done the previous year. I had already produced a similar shot but I wanted to create this one so as to show a breakdown of how the shot is developed. This is where I made use of most of the effect modes and good use of the 3D Layer mode, which allows you to manipulate the scene in three dimensions.
I imported a JPEG image file of the world atlas and use the CC Sphere mode to make it spherical so it actually looked like Earth. Then I activated the 3D Layer mode on the layer as I wished to make the shot more three-dimensional later on and I set the Earth image in the lower left corner of the screen. Then I added a new solid and applied an effect preset called "Sun" that I had developed previously, which is composed of fractal noise, glow effects and levels (brightness, contrast, etc) combined so it simulates the hot fiery sun up close.
Then I activated the 3D mode on the sun layer and set it up near the top right of the screen, being sure to change the position so it's further away from the POV than the Earth layer. Then I went back to select the Earth layer, opened up the Effects Controls box and used the Light Settings to change the lighting of the image so it looked as though light was shining off it from the direction of the sun while the rest of it was engulfed in blackness.
For the stars in the background, I decided to use two assets
for the desired effect. First I used
another solid and assigned a CC Ball Action mode to it, when I use a 3D camera
later on, this effect would make the shot more three-dimensional. I altered the
settings in the effects options to make little white glowing stars and made
them small enough. Then for the background, I developed a huge image file,
using the same effect. Saved the image as a single frame file and then imported
it again to use it in another layer. Once again used the 3D mode and changed
the position and scale to make it into the background so it looked as though
both the sun and Earth were engulfed in space.
Then to further produce light that would emanate from the
sun, I added another solid to the timeline and applied a Lens Flare effect.
Then I used curves to change the light, brightness and contrast of the lens
flare to make it look a bit better. But of course the flare was against a black
background so I set the blending mode on the solid layer to "Add" so
the black became transparent and it looked more like light was generating from
the sun but I did not apply the 3D Layer mode as I assumed it would not have
the right effect.
Then to make the scene more interesting, and of course three
dimensional, I applied a 3D camera to the timeline and applied key frames to
the camera layer so the camera would slowly move towards the Earth layer and
make it look as though it was actually floating through space.
Another effect I used was an adjustment layer with a photo
filter added to it to add a bit more tone and density to the shot.
Afterwards, I rendered the entire shot in one AVI movie file and produced a breakdown of the progress by saving a frame of the scene in different stages as image files, imported them back into After Effects and edited them all together in another composition, using a series of linear wipes effects to transition from one stage to another. Then I rendered the entire sequence to be used in the final showreel.
Submersible Pod
I also wished to show some
form of CGI modelling that I had done before so I pick one of the best wavefront .obj file models, in my opinion, to
put into my show reel. Also this is the same model that I used twice for two
earlier projects titled "A Deep Sea Encounter." On a note though, I
did not use Autodesk Maya to construct this model, but on a less advanced 3D
computer graphics software called TrueSpace, like I said it is not anywhere
near as advanced as Maya but good to use for beginners.
I imported the original wavefront .obj file into Maya and began to give
each section of the model a separate texture in order to simulate different
surfaces such a shiny metal and glass.
It was during this stage that I learnt how to develop a glass shader
through research and trial and error. I achieved this shader by using a small
combination of nodes, including remap value, sampler info and of course
connecting one of these to a specific material asset.
Of course, when I produced the model, I applied a texture asset to each particular
part, such as the spotlights, port windows and even the body of the model so as
to save me the trouble from any complications in the future, including having
to apply any more material assets to the object in Maya. To start off, I gave
each material asset a new texture, mostly phong materials, and altered the
controls to suit the condition of the object.
For the glass shader, I went into Hypershade and selected a new sampler
info node and then a remap value node.
The sampler info gives you information about each point's position on a
surface for rendering purposes and the remap value remaps scalar input to both
scalar and colour outputs. I connected the sampler info node to the remap value
node by connecting the Facing Ration (facingRatio)
attribute to the remap value's input value (inputValue)
Then I connected the remap value node to both the Transparency and Reflectivity attributes of a particular phong material. Then I selected the remap value node and in the Attribute Editor, I altered the appropriate controls. With it all connected, the colour attribute controlled the transparency, thus making the surface clear yet with a coloured tinge and the value attribute controlled the reflectivity of the phong material.
I changed the interpolation on
both attributes and set specific levels until I found the desired effect for
rendering, also I activated the refractions attribute in the phong material and
set the reflection limit to 2 or 3. Of course this wouldn't work unless I also
set the appropriate render settings, so I selected refractions in the Render
Settings box and changed the settings so that when rendered, not only did the
surface look like glass but also caused reflections and slightly distorted the
background behind it.
For the main body of the submersible pod, I assigned a 3D texture map to
the material asset by applying a new texture to the colour value of that
material. I chose the "crater" texture for this as I wanted to have a
sort of rust texture to the body. Then I altered the colour of each shade so
that it looked grey with specks of grayish red. Also used the same crater texture for bump maps for certain parts of the pod, such as the gas tanks so it looked like it was aged and dented.
Once I had the pod set up, I set up two polygonal planes for a simple background and then I key-framed the pod to rotate around 360 degrees so that I could create a turntable of the pod and then I rendered the pod scene several times in different stages such a wire frame, smooth shaded and final render. For the final render, I added a single directional light to activate shadow mode to add more depth to the object. Imported all finished files into After Effects, put them into sequences and then used Linear Wipe effects to transition from one clip to the next, showing yet another breakdown of the scene.
Clouds
For another
visual effects asset to my show reel, I decided to add my own simulation of
clouds through use of a 3D fluid attribute. I achieved this by using a fluid
container and altering controls such as temperature, density and texture.
Wireframe mode with fluid simulation shown as particles. |
In order to
get a clearer view of how I wanted the texture to look, I changed the view to
smooth shaded and selected Hardware Texturing in the panel menu. Using the
Attribute Editor, I selected the modes of Colour, Texture and Opacity and
altered each mode to a certain level so as to add depth and shading to the
fluid simulation.
Smooth shaded mode with Hardware Texturing mode selected. |
The modes shown in the Attribute Editor in both images show the correct settings for the quality and texture of the cloud simulation, which will result in looking like in the image below.
|
Final render with directional light added. |
Once I had
the cloud texture completed, I key framed the texture time attribute just to
let the clouds form over a short period of time, similar in style to time lapse
photography. Then I rendered each frame as a bitmap file and then imported and
put them into a sequence in After Effects, using a photo filter effect to add a
bit more density to the shot. Exported the final result as a rendered sequence and then simply added it into my showreel composition.
Ball with Tail Shot
Ball with Tail Shot
For another
part of the showreel, I decided to show a shot of subtle character animation
that I had done two years previously. This shot was part of another assessment
which involved character animation and secondary animation. An example of this
was using a ball with a tail attached to it and animating the ball while making
the tail move realistically to whatever movement the ball made.
In this shot, the ball was to bounce onto the screen, look up at the top of the stairway and then proceed to climb up it and bounce back down. This scene was composed to two camera shot and was originally more than 15 seconds long but I only used part of the first camera shot for the final showreel, the shot where we see the introduction of the character and its first interaction with the stairway.
A screenshot of the early stages of the custom made rig. Animated the ball first before I could animate the tail so as to know how it should react to the ball's movement. |
Note all the keyframes used at the bottom of the image just to move the camera throughout the entire scene. |
Musical Ident
This other asset was for an experimental ident that I produced for another assessment, mainly my E&E project (Enterprise and Entrepreneurship) and thought it was a nice simple advertisement to be used. As me and my E&E group were working on a marketing campaign for a music website named Audio Jack Musicians, I developed a short clip that showed messages of what the website was about in a visual way and that was to have sheet music form in front of a camera while musical instrument passed on by, showing the variety of music associated with this website.
As
I write musical compositions myself, I took the template for a music sheet
stave from a music notation software called Finale Allegro. Then I manipulated
it in Photoshop, ready for use in After Effects. Also produce images of a
quarter note and an eighth note and collected images of instruments, again
manipulation them in Photoshop, so I could use them for simple animation.
Once
I set a new composition, I imported all necessary files and set them up,
selected 3D Layer mode for all of them. Then using keyframes in position,
rotation and orientation, I made a few quarter note and eighth note images line
up on a music stave, forming a sort of melody.
Then I lined up all of the musical instrument images that I wanted to include in the shot, even moving them with key frames so it would all flow in sort of a slow but steady pace. Then I added a 3D camera mode to the timeline and set keyframes on the camera so that it moved and panned from one end of the stave to the next just as the notes landed on the staves and the instruments moved on by.
3D custom view shown. |
Final Editing Progress
Finally, when all segments were either chosen or completed to add to my showreel, I added a simple introduction and ending by using another solid and using the Text mode to add information including my name, the theme of the showreel and added contact details at the end. I edited them all together using After Effects before rendering it as a complete AVI movie clip. Could have used Premiere Pro to do the whole thing but I wanted to keep the good quality when I rendered the sequence out. Then I imported it into Premiere Pro, rendered it again and then exported it in Quicktime format, managing to reduce it to a reasonable size so I would be able to upload it later on.
Originally,
I was going to add music to my showreel but I decided against as I didn't want
to fall victim to any copyright issues should I have chosen to use existing
material composed by other artists. Though I do think appropriate music could have
made it a little more interesting. One piece of music that I did consider using
was "Clubbed to Death - Matrix Soundtrack" as I thought it had good
synchronization in some areas of my showreel and also fitted the mood of the
shots involved.
Link to Final Showreel
Below is the link to the final movie clip of my showreel, located on YouTube.
Overall, this assessment has been very interesting and educational for me, once
again I state that there are some areas in this project that could have needed
improvements or could have been changed but I think the showreel's good, simple
and straight to the point of what field of animation/visual effects I like to
participate in, even though there's more vfx shots in the showreel than
animation.
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