Monday, December 5, 2016
MODIFIED | Time Based Media Final Project
Over the last week we did some more editing, effects work, audio clean-up, color correction, and titles.
Monday, November 28, 2016
"MODIFIED" Update - Time Based Media
Update:
- Changed end montage
- Incorporated fire imagery
- Added layered effects and graphics
- Added music for first part
- Added sound to compliment extra-diagetic imagery
- Edited for continuity, eye flow
Tuesday, November 22, 2016
Monday, November 21, 2016
Wednesday, November 16, 2016
Tuesday, November 15, 2016
Monday, November 14, 2016
Thursday, November 10, 2016
Thursday, November 3, 2016
VIZA 643 - FINAL PROJECT - "Modify"
Working Title: Modify
A live action sequence about 2 students uncovering a conspiracy using experimental lighting via projections and interposing time-lapse footage of growing plants to represent psychological processes.
We're also interested in utilizing the "Vertigo Effect" technique to reflect the concept of "growing" suspicion and forbidden knowledge.
Initial treatment: https://docs.google.com/document/d/1P6X3YSruMPwdlknNNmniLWvcRT5nbGL2RJ6EtSD-YwA/edit?usp=sharing
Reference:
A live action sequence about 2 students uncovering a conspiracy using experimental lighting via projections and interposing time-lapse footage of growing plants to represent psychological processes.
We're also interested in utilizing the "Vertigo Effect" technique to reflect the concept of "growing" suspicion and forbidden knowledge.
Initial treatment: https://docs.google.com/document/d/1P6X3YSruMPwdlknNNmniLWvcRT5nbGL2RJ6EtSD-YwA/edit?usp=sharing
Reference:
Monday, October 31, 2016
Tuesday, October 25, 2016
Monday, October 17, 2016
VIZA 617 - SPACEFERATU Modeling Progress and Mixamo Test
The video shows my current progress in creating Spaceferatu's model. I feel like I'm pretty close to being satisfied with the current overall shapes and forms before I subdivide and add detail. The head needs to be modeled next.
The purpose of bringing the model into Mixamo was to get an idea of how the model's future rig will deform based on the current model's topology. It also gives me an idea of where to put certain joints in the rig (such as the hips/center of gravity) and what the future holds as far as painting skin weights.
Monday, October 10, 2016
Monday, October 3, 2016
Wednesday, September 28, 2016
Wednesday, September 21, 2016
Monday, September 19, 2016
Wednesday, September 14, 2016
VIZA 617 - SPACEFERATU Project Budget + Schedule
TASKS
Modeling
Modeling
- Spaceferatu: 3D animatic version - 8h
- Spaceferatu: final version - 16h
- Sculpt vizimes, blendshapes
- Space ship - 4h
- Alien: 3D animatic version - 4h
- Alien: final version - 8h
- Big Alien: 3D animatic version - 4h
- Big Alien: final version - 8h
- Environment (rocks, landscape)
- 3D animatic version - 4h
- final version - 16h
- Bat
- animatic version -2h
- final version - 8h
Rigging
- Python build - 12h
- Spaceferatu, basic (fk, ik, spine, basic controls) - 1h
- Spaceferatu, facial - 6h
- Spaceferatu, final - 4h
- Space Ship - 1h
- Alien, basic - 2h
- Alien, facial - 4h
- Alien, final - 4h
- Big alien, basic
- Big alien, final
- Bat - 6h
Animation
- Blocking - 8h
- 3D animatic - rough animation pass - 12h
- Refine animation - 18h
- Final animation - 18h
- Bat - wing flapping cycle - 4h
Surfacing
- Environment: landscape, rocks, sky box, matte paintings - 8h
- Spaceferatu - 6h
- Space ship - 4h
- Alien - 4h
- Big Alien
FX
- Dust/particles - 8h
- "Multiple Bat Mode" effect - 8h
Lighting
- Image-based lighting - 4h
- Get HDR
- Lighting tests - 8h
Rendering
- Low-sample tests - 8h
- Deal with bugs, technical issues - 12h
- Render final, full-res, high-sample version - 8h
Sound
- Soundtrack - 8h
- Voice recording, editing - 2h
- Ambient - 2h
Comp/Post
- Nuke: - 8h
- Zdepth - fog, atmosphere
- Depth of field
- Color correct
- Color bleed/ color effects
BIG QUESTION: Can I do all this in one semester?
Software
- Autodesk Maya 2015 (Viz Lab)
- Adobe Photoshop
- Mudbox/Z Brush (Viz Lab)
- Houdini (Viz Lab)
- Nuke (Viz Lab)
- Adobe Premiere
- Adobe After Effects
- Audacity
SCHEDULE OF TASKS - 13 weeks remaining
- 12 - 18 SEPT
14/09/2016 Budgeting/Schedule - 19 - 25
Refined set,char, color des
Refined storyboard + animatic - 26 SEPT - 1 OCT
28/09/2016 PRE-PRODUCTION PHASE FINISHED - 3 - 8 OCT
Modeling for 3D animatic
Scene setup/set dressing - 10 - 15 OCT
Rough Surfacing
Basic Rigging
Final models
Rough 3D animatic - 17 - 22 OCT
Rough 3D animatic
Final models - 24 - 29 OCT
Final rigs
Facial rig - 31 OCT - 5 NOVFinal rigs
"Multiple Bat Mode" - rigging, fx
Refine surfacing - 7 - 12 NOV
Lighting - image based - 14 - 19 NOV
Final animation - 21 - 26 NOV
Final animation - 28 NOV - 3 DEC
Final animation
Test renders/technical issues
Begin comp work
Final renders - 5 - 7 DEC
Comp/post
07/12/2016 FINAL PROJECT DUE
Monday, September 12, 2016
Wednesday, September 7, 2016
Monday, September 5, 2016
VIZA 617: ADVANCED ANIMATION - Synopses/Concepts for Animated Shorts
Character
Synopsis: Spaceferatu
Concept:
Showcase the features of a high-performing 3D animated character rig via Chuck
Jones - style cartoon animation.
Story
action: Spaceferatu, everyone's favorite galaxy-ravaging
vampire, lands on a remote planet in search of blood. When he finds a seemingly
easy target, he finds himself exhausting all of his vampire powers in his
attempts to prey on it. When he finally seems to get bite, his victim's big
brother shows up. Cutting his losses, Spaceferatu frantically abandons his
quest and leaves the planet.
Mood:
Light-hearted,
wacky, high-action, like a Looney Tunes short.
Character
description: SPACEFERATU
Personality: Diabolical,
delightfully evil, very giddy at the prospect of fresh blood to feast on.
Distinguishing characteristics: His
expressive eyes and hands, dramatic body posture, bizarre spandex space suit.
He can transform into a cloud of bats.
Physical structure: Tall,
skinny, spindly arms/legs/fingers
Age: Thousands
of years old. He's a vampire.
Height: At
least 6' 6"
Weight: Lightweight
Limitation: Aliens
that are tough to bite
How he moves: Dramatically,
like something out of a German Expressionist film (see: Cabinet of Dr. Caligari).
He's quite broad and flamboyant with his motions. He definitely fills the
"Count Dracula" archetype. He moves his fingers like claws. He likes
to hunch over his victims.
Character
dialogue: Maybe a few "vlah vlah vlah"s here and
there.
Story
setting:
Physical environment: Alien
planet, rocky and desert (shouldn't distract from the action). Can see various
moons/planets in the distant sky.
Lighting: Outdoor,
bright sun (think Tatooine in Star Wars)
Color scheme(s): Bright,
vivid colors where the dark-clad, pale-skinned Spaceferatu can stand out.
Atmospherics: Atmosphere
fog, distant saturation drop-off, harsh sunlight, shadows, dust
Character
Synopsis: Homunculus
Concept:
Showing the artist's skills in rigging various 3D anatomical motion systems by mashing them
altogether into a single organism.
Story
action: A hideous beast made up of the arms, legs,
phalanges, etc. of different kinds of animals lumbers out of a dark cave into
view. The camera follows along as the homunculus treads different kinds of
terrain, shifting its body around to make use of the locomotion systems that
best fit each type of terrain. When it arrives at a wide chasm, it suddenly
sprouts wings and flies away.
Mood:
Naturalistic
with a heavy dose of the surreal.
Character
description: The Homunculus
Personality: Nothing
really sentient or personable. It has basic problem solving skills. It is
determined to get to where it's going.
Distinguishing characteristics: Its
whole body is a hideous amalgamation of body parts.
Physical structure: Hulking,
lumbering, muscular
Age: Unknown,
but it's made this journey many time before.
Height: 7'
- 10'
Weight: Roughly
one-half ton
Limitation: (Temporarily)
the difficult terrain it must traverse
How he moves: However
it needs to (can be seen walking on all fours, hopping along sharp rocks, using
fins/tentacles to navigate water, flies with wings
Character
dialogue: None, maybe some animal noises
Story
setting:
Physical environment: A
rocky cave, a grassy plain, high tree-tops, snow, a river, a cliff
Lighting: Outdoor
natural lighting
Color scheme(s): Natural
tones
Atmospherics: Fog,
mist, heat-evaporation, sunlight, wind
Character
Synopsis: What He's Really Thinking
Concept: Blending CG character
animation and rough hand-drawn 2D animation to give viewers a compelling and
entertaining glimpse into the subconscious.
Story
action: A
man sits at a table in a romantic restaurant across from his girlfriend. He explains in the most tender way how their relationship
isn't working and a breakup
is the best thing for both of them. After each line of his dialogue a loosely-drawn cartoon
version of himself, unnoticed by him, crudely blurts
out what the man is actually thinking: that he's bored with his girlfriend,
he has a problem committing, and he's already looking at other girls.
Across
the table he hears his girlfriend's response. She appears to be accepting until we see that by her
side is a 2D cartoon version of herself, who
says what she's really thinking: that she's sick of him too and has been
wishing for this breakup for a while.
Mood: The
world of the CG characters is dramatic (kind of like a dating reality show), reserved, and
refined. The 2D hand-animated characters are more
light-hearted, wacky, and irreverent.
Character
description(s)
1.
The Boyfriend
Personality: A jerk. A ladies' man who has major
problems committing to relationships. Manipulative and very
concerned about appearances.
Distinguishing
characteristics: Attractive (and he knows it). Cleans up
nice (to hide his
scummy personality)
Physical
structure: Tall, dark, and handsome. When he takes
his shirt off at the pool he usually gets a few "oh my
gaaaaaaaaawwwwd"s from the ladies.
Age: 25
- 30
Height: 6-foot range
Weight: 200 lbs (to be fair it's mostly muscle)
Limitation: What limitations? This guy's in total
control (or so we would think if we didn't see his cartoon subconscious.
How he moves: He
has committed to memory the body language requisite of a soft breakup. His gaze is direct when it
needs to be, his face can be seen choking
back tears when convenient, and his hand gestures convey a perfect
gentleness.
2.
The Girlfriend
Personality: Basic, plain, surprisingly accepting of
the breakup
Distinguishing
characteristics: Nothing too out-of-the-ordinary
Physical
structure: Petite,
feminine
Age: 25
- 30
Height: 5' - 5'6"
Weight: Around 100 lbs
Limitation: None
How she moves: Just
as reserved as the boyfriend
3.
The Cartoon Boyfriend/Girlfriend
Personality: Obnoxious, speaks their mind (loudly)
Distinguishing
characteristics: Kind of wild-looking, loose line drawing
Physical
structure: Resemble their CG counterparts
Age: Same
as their CG counterparts
Height: Same as their CG counterparts
Weight: Same as their CG counterparts
Limitation: They remain unseen by the girlfriend
How he moves: Almost
like they're on a drunken rant
3. The Girlfriend
Personality: Basic, plain, surprisingly accepting of
the breakup
Distinguishing
characteristics: Nothing too out-of-the-ordinary
Physical
structure: Petite,
feminine
Age: 25
- 30
Height: 5' - 5'6"
Weight: Around 100 lbs
Limitation: None
How she moves: Just
as reserved as the boyfriend
Character
dialogue: Boyfriend:
"<sigh> Babe, I just feel like our relationship has come to a...difficult cross roads."
("He
thinks you're boring!")
Boyfriend:
"There's just something holding us back from giving our souls to each other.."
("There's
a bunch of sluts out there that he wants to bang!")
Boyfriend:
"I think, for both our sakes, you need to let me go."
("You're
outta heeeeeeere!")
Girlfriend:
"Well...if this is what you really think is best...")
("Good
riddance! You are a such a *bleep*ing skeeze!")
Story
setting
Physical environment: A
nice table in a fancy, romantic restaurant.
Lighting: Low "mood" lighting, like you
would see in a cheesy romantic movie.
Color scheme(s): Warm
colors. We're talking true love, here.
Atmospherics: Candles
burning, the faint sound of clinking silverware, sad violin music
Saturday, April 30, 2016
Sunday, April 24, 2016
Monday, April 18, 2016
Sunday, April 10, 2016
Monday, April 4, 2016
VIZA 618 Final Project - More Silas Progress
Model progress from last week:
WIP Cluster-based control system:
"Um, I was wadin' down in yonder gator-infested swamp...the rest is a little fuzzy."
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