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Saturday, 30 April 2011

Sorry, long time no postage... D:

So, I have had quite a few weeks/days off recently for Easter and the wedding and stuff, and have been very busy trying to get some 3DS Max work done in this time and have totally forgotten to blog to be honest.

Anyway, I have spent most of my time waiting for my visual essay's 2160 something frames to render so I can start making it on Premiere.. This used up all of 3 or 4 days so I didn't get much done for this time apart from the rendering.

Here are a few frames from this said animated essay...











I will render and upload a soundless, simple version of this animation shortly. I think it is quite good for a first attempt but some of the camera movements are slightly off. If I have to time to re-render I will, but I doubt I will! :(


I have been starting modelling props and setting in my haunted house animation too this week, but am not yet at a point where I feel I am ready to start animating. When I am, I will post some examples of what I have I have done.

:)

Wednesday, 20 April 2011

Prop and scare ideas...

Here are a few pictures I googled as research for my props and scare scenes in my haunted house ride.

Scare idea - ghost rises from gravestone area:

Here are some groups of silhouette images to show what I could try to produce in my ride. (I will probably find a simple shape like this, trace it in 3DS Max, then bevel/extrude it to give a 3D silhouette.)

Bats/birds flying in idea:

I hope to use a similar style for this scare idea, teamed with a strong use of sound effects to add to the scare. Here are some more simple shapes...


Another obvious prop throughout my design will be trees! However, these are preset foliage objects on the 3DS Max software, so these will take very little time to produce. I will make these black/very dark to fit in with my silhouette theme. (See my texture post for a sample!)


Thankss.

Tuesday, 19 April 2011

Texturing! :D

Today we have had a texturing seminar, so now I finally understand the slate material editor (I have been avoiding it in my visual essay to be honest, but will now retexture probably.)

We have practiced with a window using diffuse colour, opacity and bitmap maps within our material. I though this was really effective with the bump map so have followed a very simple bump map photoshop tutorial to help me create my entrance wall textures.








Here is a quick render of my entrance wall so far with a quick bump map experiment....


Monday, 18 April 2011

Virtual Environments Update!

I have been working quite a bit on my haunted house castle ride over the past week, taking a break from the one and only visual essay! :P Here is some of my progress since my last post..

Cart design:

I decided to make my cart into a steam train as I thought of using an alliterated name of "Treetop Terror Train". Here aresome of my initial drawings and my 3DS model so far (untextured as we have not done this seminar yet!)...

Ideas for my cart from drawing seminarrr.

 Here are some screenshots of my design of this cart in 3DS Max. The first image shows the modelled train alone, then how I altered it to make it a seated cart to fit on my track.

Original model of steam train based on drawing.

Modified model with cart seat + bar and placed on track.


 Entrance design:

I decided to use a brick/stone wall at the front of my entrance, to fit with the "castle ride" brief, but didnt want to make a whole house as my ride is based on an outside forest theme. I used a silhouette of a bat to fit with my plans for the scare scenes, and trees for obvious reasons. :) I also choose to use wooden rail track styled planks of wood for the name of the ride. Here are my drawing and 3DS model so far.


Original drawing of my entrance idea.



Render of my entrance model (no materials minus the trees yet!)

Wednesday, 13 April 2011

Visual Essay stuff...

Here is a quick plan I have done so far...



(Introduction)

Which pathway should I choose to take further in levels 2 and 3? There are three options to pick from; will it be Interactive Media, Moving Image, or Virtual Environments? It is time to make my all important choice.
Firstly, there is Interactive Media – so far, this has involved graphic design and structuring websites with HTML and CSS. Coming from a graphics background previously, I found this pathway quite interesting in terms of design principles and job opportunities. However, I feel taking this pathway further could be an easy way out for me, as I find HTML and CSS quite simple and unchallenging in my current projects, and web design was not the reason I applied for this Multimedia programme.
The second pathway is Moving Image – during these projects I have made short films in small groups and focused mainly on editing for my own personal roles. The main reason I do not wish to pursue with this specialism is due to the high use of team work. I realise how important team work can be in the design industries, yet I feel I am more of an independent worker, so the other two pathways are more suited to my work style. I did enjoy taking on the role as the editor due to it being a more independent role, but found other parts of the experience very stressful and hard work.
The third pathway, however, is the one I wish to continue with for the rest of my course – Virtual Environments. The main reason I chose this course over a graphic design course was my keen interest in animation and games, therefore this pathway is where my passion lies. I have really enjoyed producing short animations and visualisations so far this year, and although sometimes it can be quite frustrating, I feel the challenge of producing 3D work is the most rewarding for me.




(Practitioner 1 – Jim Unwin, Media Molecule)

Media Molecule is a game developing company based in Guildford, UK founded in January 2006. They are most famous for producing the game “LittleBigPlanet” for Sony’s Playstation 3. The company always planned to produce a highly popular game, but to keep the size of the company and its number of employers down to cope with costs. To this day, the company still only employs fewer than 40 people in total to stick with this theory.
Jim Unwin is an illustrator and designer for both screen and print, but is mainly interested in the functionality and usability of games. He most recently worked as Media Molecule’s Motion Graphics Designer, working on designing the interface for their latest title “LittleBigPlanet 2”. This involved lots of graphic and concept design for the layout of the menus and navigation of the game. Although this does not involve as much 3D work as some other roles within the company, I have always been interested in graphics and the effect of composition and find it interesting how this can be incorporated within 3D animated games.







(Practitioner 2  – Shane Acker, “9” film)

                Shane Acker is a film director, animator and designer, most famous for his recent collaboration with Tim Burton and Timur Bekmambetov for the feature film “9”, which he directed. This film was based upon an 11 minute short by Acker from 2005 with the same name.
                He is also studied at the UCLA School of Arts and Architecture, where he aspired to be an architect but ended up going into animation. Whilst at the UCLA, he was known for producing animated short films; firstly “The Hangnail” in 1999 which was a 2-D animated film for Spike and Mike's Sick and Twisted Festival of Animation, before later directing a computer animated piece called “The Astounding Talent of Mr Grenade” in 2004.
                Although a lot of Shane’s work is directing, which could be more associated with moving image, he has stuck with animation throughout his career despite not producing a vast amount of work so far. As Tim Burton is also one of my biggest influences, their collaborated work on the film “9” really inspired me. The dark style was typical of Burton’s work but produced in 3D animation rather than stop motion which I found much more suitable to link to my decision of the virtual environments pathway.




(Practitioner 3 – Edward Gordon Craig, “Space & Light” at V&A)

Edward Gordon Craig is my practitioner chosen from the field trip to London after seeing his “Space & Light” exhibition at the V&A. although his work was not directly related to my chosen pathway. He was an English theatre practitioner, working as an actor, director and scenic designer (sceneographer).
                His most well known concept was using neutral, mobile, non-representational screens as a staging device. He patented his idea of a system of hinged and fixed flat screen that could be arranged efficiently to provide scenery for both internal and external scenes. He was also known for his innovation in stage lighting within theatrical works. This is what I noticed and admired within the exhibition in the V&A. There were models of theatres on show with various examples of lighting to flatter the work.
Although I am not doing moving image where this type of practitioner could be considered more useful, I feel the idea of lighting and sceneography is also a very important aspect of virtual environments: without the environment and animation is nothing, and without good lighting the environment is nothing.


And some shots:




Tuesday, 12 April 2011

Tim Burton's "Vincent" - silhouette idea

As I have come up with a simple but effective solution of including black silhouettes throughout my design instead of highly detailed 3D aspects, I have looked at one of my favourite animations - Tim Burton's "Vincent". It is one of his first animations about a boy who wants to be Vincent Price. It is all black and white and produced using stop-motion technique. I have a book of all of Burton's work so can upload some scans of original drawings, etc. for this work when I have done more research.




 really like how the simple use of a black silhouette can give the audience feelings of fear and anticipation as to what will happen next. I also like the strong use of black and white patterns throughout.

Enjoy.




Monday, 11 April 2011

Haunted Castle Ride Model!

For homework over the holidays we have a task of producing a small scaled model of the track for our ride.

I spent a couple of hours on making this out of thin white card and pritt stick - oh yeah! :P I think its alright actually to say its small and flimsy, it does the trick! Here's a few photographs..

Before I added walls, to show height and form.

Birds-eye view of my plan!

Walls added, complete with doorways :)

Another angle.


Also I have produced a quick moodboard based on the idea of silhouettes. I think this could be a simple yet effective way of producing a scary, dark environment. I particularly like the effect of silhouetted trees and spiderwebs.

Silhouette moodboard!

Sucker Punch - good film ;D

During my 2 week break from good old uni, I went to see Zack Snyder's new film "Sucker Punch" with the boyfriend as I thought it looked quite cool, although there weren't many other girls in the cinema, haha! Boys' film perhaps?

Anyway, I really liked it to be honest! The visual effects throughout were very good and the general style of cinematography looked very effective all the way through, particularly in the opening scenes (I have posted this below. How did they do that rain drop thing?! :o ).



I also thought the way the three different sides to the narrative changed each time by focusing on the main character of Baby Doll's eyes and then zooming out again into a different environment. The soundtrack is also a well thought out group of cover versions performed in a similar style which fit very well with the film.

All in all, a film I enjoyed very much. (: