Tuesday, 7 December 2010

Scene 2 & 5

Scene 2










tried using all lighting mode. obviously it wont be this dark but is looking dynamic already











his ears, face and limbs quiver...the bunny that can do it all!

Scene 5, shot 17-20











he's been caught out. he will be holding a flower. I assume all assets with the background should return once reopened @ ashton

Monday, 29 November 2010

Set Props

Hey gang. I am still feeling under the weather. is pretty bad but am awake now for the most part so that is good.

Just a quick one. these are some of the modelled set props Im working on. Still need to finish the
tree will upload that when done.

COP CAR -















































With the wheels. I've done one with a small pointed hubcap. If people like the wheel without it. we can go with something more like that.

FLOWER POT -





































CARROT -






































BIN -




































In retrospect cant wait to see how the props fit and see if they in fact work in scene. I imagine this bin would work nicely on our ground grass floors we have. Especially since there is a lot of that kind of green space. Im thinking a bench would be good next? hmmm


Sunday, 28 November 2010

From the top: three images of the final test, ensuring I can get the texture where we want them! preparing to take the final character from jess tomorrow, as the UV for him needs to be customized before its painted on. The last two images: i like the checker pattern-want to take the 1 nice squarish black pattern that extends into his ear. spots haven't looked nice so far. also, that pure white is graphically powerful and would look nice with toon render. the blood dripping from his mouth is because he was eating paint! this is convenient for us as the inside of his mouth is now red.
The other image: a test of consistency in texture after multiple smooths on model and low pixel painting


Tuesday, 23 November 2010

updated character model







Some improvements on the model. theres a polygonal mess in the nose area, but its coming together.

Monday, 22 November 2010

new final design images.



Just got Maya 2011 cos work done last Friday wont work on my 2010 version, but manage to get the design done. i myself is pleaded with the look of this. took me hours to achieve to this level so better like it or get royal kick in the bum,lol. just noticed still need to model the hate, but that is not a big probs.

Ian said he would talk us through with blending, tho would try to see if i can get it done, hope everyone has been working o their essay as well as we have it in by 2pm TOMORROW!

starting to get there i think

Street Background




Things im gonna do for tomoro: create more roof styles for variation, make another couple fornt of house layouts to give more variation, add in bushes, add couple windows to sides of couple houses. I think ive managed to bring the contrast down enough?

Ash look at these for reference as we are not making a 2d cartoon, we are making a stylised 3d animation#

Jail set



Its not as far as I wanted it to be, but most of the power will come from the texturing. atleast the edges have been bevelled, and the layout of everything seems right.
With Help from Ian tomorrow, I'll know how best to approach the cloth and soft mattress, and will solve some issues I'm having with lattices. I'm not sure wether I should increase my knowledge of textures, or continue modelling.
I am happy to begin models for the disguise hat, post box, street tiles, other props. Let me know.


Contacting Ian

Everyone please comment on this post with your preferred email adress and a time to meet Ian. We need to email him today, with all our adresses.
I was thinking Wednesday morning at 10.00

New Animatic




Here it is.

Most adjustments involve keeping action in the action safe area, and reducing the 2D feel of camera shots. Apologies, I forgot to add the folowing frame. it is a closeup that occurs when he bangs the post, within the same time duration as previous shot.

Sunday, 21 November 2010

Test Rig. Applying IK and Pole Constraints
















Applying the IK correctly is important as so the rig moves in the ideal way for animations. The pole constrains is essential and frees up a lot of hassle of tweaking multiple joint movements I've found. In this case applying a pole vector to a locator that controls the knee joint gives ease of the arcing movment of the knee. Result!


















I've built basic bones in the form of our character rig (not final of course) to see if the IK when applied actually work. I got some interesting results results, after applying the IK to limbs such as legs and arms you can really feel how the character moves in a 3D space. These two shots simply show a starting offset position and a quick move of the joints, the picture on the right already displays much more performance. Its a good eye opener to how our character can really move which is nice. I really like how the ears have just moved slightly it really makes the pose what it is! haha so true!

AR

Stylised Background Design of Shop and Buiding top.

















Both images have been stylised to make them seem less out of our world and more gestured to suit the world of our character. The second image giving it more curved lines on the window panes and the pipe adds to the style of the world I think our character would live in. These are two variations the top image I feel is still a little realistic but going for minimal colour has seemed to give quite a clean look particularly on the windows. This is something to consider. What elements from both of these do you prefer hafiz and as a group let me know which elements you think work and I can edit these and cont. on further images. e.g. if you liked the stylised window pane and pipes of the bottom image I can incorporate this for the door and frame of the top image. =D A


Friday, 19 November 2010

Background design work starting on less detaiiled background


I want to try find the best way to use the space in the scene while making the shot a little more dynamic, this layout for  the post box / bench / run / policemen scene could work well.

Thursday, 18 November 2010

Thoughts on Background reference



Thats great help, im now starting work on the following images.

background reference material








Hello all. These are images that represent some ideas for background: even in our night scene, we can involve bright pastelly colours, avoiding earthy colours. where there is texture, it doesn't distract the eye, and some areas are left flat. Colours are not very saturated, and theres some sense of spaciousness in the layout of things.
Below: A link to an animated series which is toon-rendered. it should provide some perspective on what to expect. Note the colours and choice of texture detail in getting the characters to work with the background.