Friday, 5 March 2010
Thursday, 4 March 2010
Today we finished applying sound to each of the scenes. I agree Alex. Without sound our short film of our animated environment would have been very dull indeed. The sound adds a new dimension to our environment and helps suggest unseen animation and adds atmosphere. Some sounds suggest things happening around our environment, which consequently makes our environment more interesting.
Nice work on the sound guys its all coming together. Its interesting how much weight the sound gives the objects within each scene. Just need to tweak the odd sound effect here and there. It may be worth grading the entire film in after effects, just a thought. Apart from that, the project seems to be coming along well, time for the final push. Although we have had problems rendering in addition to texturing issues I think that the groups commitment and shared vision towards the project has made a huge impact on the final product. Although we did not use the render farm using mental ray I am sure that the final result will be more than adequate in fulfilling the brief.
Got some great feedback from Jared today. He seemed to be very happy with the way things were going. He was impressed by the way in which we had used the camera to our advantage and used timing to great effect which will allow the viewer to explore the environment. His only criticism regarding the project was the fact that the sound effect for the white noise may be too high in conjunction with the interior tank shot. It may be worth changing the sound effect in Final cut or adjusting the sound levels. Good feedback here guys well done. Keep up the awesome work.
Wednesday, 3 March 2010
We have almost finished our project guys. Good job. We managed to complete our rendering and compositing today and we have already completed more than half of the sound that we need for our short film. Tomorrow we shall continue to tweak and add to the sound effects. I still believe that the mine facility door sequence needs to be played around with in terms of sound and we also need to add more background ambience sounds. See you guys tomorrow.
all i can say guys is that i am impressed with the professionalism of our team, admittedly we had some issues a few weeks ago but we always put the project first and it is this aspect which i think is the key to our group.
anyway the shots and sounds are epic guys congrats to the effort put in by all, it shows big time. tomoro we need to get everything sorted as a necessary so it can be put on disks ready for easy submission on friday.
cheers guys :D
Tuesday, 2 March 2010
Here are some shots I managed to finish today in After Effects. Let me know what you think guys.I really like the way this static shot came out. Although it is static, the dust layer really brings this shot to life. We just need to add a wind sound effect to this shot and this scene will be perfect.
This was a tough scene to do as I had to parent and animate the background layer and dust layer to the 3D desert terrain. It looks like a relatively simple shot however there are a lot of layers here. I took a photograph of my Dad's car's dashboard which can be seen at the bottom left of the screen, I believe this provides something familiar to the scene which the viewer can relate to, it also makes the interior less empty and more interesting and realistic. I also took film of a swinging card pass which hangs from the roof of the cockpit of the vehicle. This adds movement and additional animation to make the scene more interesting and to inject a little life to an otherwise dull scene. I also filmed a movie of my Dad to create the driver's reflection. This too helps to bring life to the film. The cockpit windscreen is a basic layer made in photoshop which was animated in adobe after effects to depict the illusion of uneven terrain and to give a sense of the motion of the vehicle. I also added soot near the corners of the panes of glass as extra detail to make the vehicle used and weathered. I was concerned that the sky was a little too pink so Tom and I graded it so that the background was more orange thus creating the illusion that the vehicle had orange tinted glass. This was as they say, a happy accident and seems to fit rather nicely. This scene looks quite decent and adds a new dimension to the film, it also seems to humanise the environment too.
We made excellent progress today. We have almost finished compositing all our scenes in After Effects. Ben your time management and organisation skills have been flawless these past few weeks, we would not be in such a good position now if it was not for your good judgement and decision making. All of you have put your heart and soul into this project, and it shows. Without your talent and attendance we would certainly not be in such a position that we find ourselves in now. Good work guys and keep it up, only a few more days.
We need to start thinking about assembling our sound effects into folders so that we can begin adding sound effects into our film.
Some really nice work guys, I am really pleased. We are making excellent progress and I'd say we are on schedule. This week we have to concentrate on helping one another. We only have a few more scenes to render and we should start bringing the targa sequences into Adobe After Effects in order to begin compositing and introducing the finishing touches such as dust layers, masks, mountain ranges and matte backgrounds etc.
I agree Andy I think animating the wheels would be a good idea, I know initially I said that it would not matter too much as dust trails would hide the wheel animation, however I think you are right in saying that the wheel animation will make our film less of an anamatic.
i strongly believe that we should get the wheels moving on chris' vehicle, otherwise this shot will look like an animatic and not a polished movie i know this is undesirable as it could set us back a day but i tjhink a small change like this will make a huge difference. but apart from this we are doing a stonking job of it all.
Monday, 1 March 2010
Sunday, 28 February 2010
hi guys sorry i have not wrote on the blog all weekend. been at work. tom very nice work mate well done its a great shot. Chris great post i think the blogs up to date nicely. we work very hard late week or two let keep this up and get the environment looking amazing, see ya Monday.
Saturday, 27 February 2010
WOW JUST WOW! Really, really nice job here Tom. If I was to be really picky perhaps the sand/ dust layer should be blowing in the opposite direction, so as to keep the directional consistency with the crane shot we were working on last week. But yeah, Tom I am really impressed with this shot. Nice one!
Friday, 26 February 2010
Problems & Solutions
So folks we have had some issues regarding textures when attempting to import a scene from another computer. This seems to be a rather annoying and frequent problem. One way we have solved this is to manually re-assign the textures, but this takes up valuable time. The other day Dan showed me and Tom a way to set the textures by setting the project scene and its textures under source images rather than documents. I have to say that I do not yet fully understand how the texture system works. I also understand that other students have been experiencing similar problems. The other problem is that some of our scenes are far too complex for our laptops to render in terms of polygons and information. Sometimes it is due to a lack of memory or RAM. However we have solved this problem by dismissing the fly through approach and exploring the environment by using numerous shots. Thus we do not have to render all the components within a single shot. We have also taken this a stage further by making sure that any environment components not visible within the camera frame are deleted to cut down render time and lag/ delay issues. There is no point in including elements which the viewer cannot see. This is precisely what they do in film, however from the experience on this project, I have realised that using this technique is even more important when it comes to CG 3D environments.
The other problem is that we have discovered that we cannot use the render farm effectively as Qube is only compatible with mental ray and only works with .tiff format textures. We have used many .jpg when texturing, and it would be a painstakingly slow process of re-formating hundreds of textures. As we all know time is not a luxury we have, particularly as we only have a couple of weeks left. It has also come to my attention that during the last weeks Qube buckled under the pressure of too many projects being uploaded to be rendered which exceeded the memory limit. Numerous projects which were 4 Gb and over crashed the render farm, thus this is another reason why it was a good decision to render locally on our own laptops.
We have also decided not to render our scenes with an occlusion layer as we discovered that rendering this layer almost doubled render time. The result did not look too different from the
renders without an occlusion layer. The only way we could include an occlusion layer was by either rendering different layers separately of the same scene on several laptops simultaneously or the the render farm Qube was an option however I have already explained the issue with this method. So we decided to render without an occlusion render in order to cut down on render time.
I admit that there were on occasions, moments where I thought we were not going to complete our animated environment project or complete it to our liking and we may have spent a week more on concept design than we should have, but in my opinion this extra week provided us with adequate time to come up with some interesting designs. We supported and helped each-other to come up with solutions to quickly remedy a problem. Generally after these scares we focused our concentration and consequently completed a lot of work within a day, which provided a sense of accomplishment. Our project is a particularly ambitious one and has become a rather daunting project to complete during these last few weeks. It will be all the more rewarding once we finish the project.
I must say guys that you have all worked really hard on this project and we are almost near completion. I am surprised how quickly we have progressed during the modeling, texturing and rendering stages and have still managed to produce high quality work. I am also quite surprised at how well organised we have been particularly in time management. Your punctuality and attendance demonstrates your keenness and commitment to this project which is most appreciated and encouraging. Your willingness to turn up everyday for these last few weeks from 10 am till 6 pm is also appreciated. We have had frustrating moments and these last couple of weeks have been stressful, I know we are all rather tired too. It is very encouraging to see that all of you are prepared to work late into the evening to complete your tasks. Soon all this hard work will pay off, as I am sure all of you agree that our project is looking slick and professional. Completion is indeed within sight. Very soon we can all have a well deserved break from our dedicated efforts.
We have almost completed rendering, we only need a few more shots rendered. Next week we shall render off the final shots and begin importing the targa sequences into After Effects so that we can add the finishing touches such as backgrounds and sand trails. After this stage we can then import these polished sequences into Final Cut Pro, where we can edit our sequences and add those all important sound effects.
Wednesday, 24 February 2010
Here is the progression of the z brush desert terrain model to maya. I had a lot of difficulty creating it and I'm still not entirely happy with it but we have to work in the restraints of the software available to us. Hopefully the textures I created as well as Tom's awesome lighting will improve the models appearance in the final renders.
I'm loving the way everything is falling into place although we have had a few setbacks partly due to my lack of understanding regarding Maya's directory. However, its awesome to see the high level and quantity of work and the commitment to the project which is demonstrated by the late working hours. I think the combined effort and shared vision of the team will ultimately bring about the projects success. So keep up the excellent work guy's and lets work together to accomplish what we set out to do.
Tuesday, 23 February 2010
I love the signs you have made Ben. Really nice work. I like the way you have kept them as realistic as possible and on occasions including a classical element by looking at second world war and russian posters, yet you have introduced a futuristic slant to each design. Each sign is believable and most importantly fits within the environment we have created. These signs posters and signs will inject our environment with life and atmosphere, giving that "lived in" feel.
I like how your animatic is coming on Ben, looking really awesome. To begin with I thought it unnecessary, however from what I have seen this will be extremely helpful and useful when producing our final short film. This animatic will ensure that we all understand what to include in the final product and inform us of the order of the shots. Nice work Ben.
Sunday, 21 February 2010
Modeling modeling modeling, that's all I've been doing! I must say it's been incredibly awesome learning how to model properly with Maya, especially since I haven't really ventured into the modeling side of things until now. I'll soon be texturing both this and the crane in the coming days, I just wish to first fine-tune a few issues with both of the models.
I have acquired some really cool sound effects from Sound Dogs online, such as earthquake rumbles for the ship, tank track sounds for the mining vehicle and wind sounds for ambience. I also acquired some really decent sci fi door sound effects that will go well with the hangar scene.
Friday, 19 February 2010
hi guys I've done all the warning signs, the logo for the GDF, and started on the propaganda posters I've done two, but i will have done few more by the time we are back from the weekend.
i think the dessert model needs to be done and dusted for Monday so we can start getting all the models together and start adding lights and sort the camera out. see you guys Monday have a good weekend.
Thursday, 18 February 2010
I think we are making good progress guys. I know we still have a lot of work still to do but our project is coming along and is starting to look impressive. I even received some encouraging comments from various students. We must now focus on completing this project as best we can.
Tomorrow Alex will begin texturing the 3D model of the desert landscape environment. I have given Tom my pipeline and communications mast to experiment with lighting. Next week we shall begin to finish lighting, and animating, and begin rendering.
Heres the finished textured 3D model of the mining vehicle. The planar texture mapping to the side of the vehicle worked really well. I know the textures are not perfect and there are stretch marks to the textures on the top and to the rear of the vehicle. However I believe it is textured well enough as half of the vehicle will be in shadow and most of the shots of the vehicle will be from a low angle thus these texture stretch marks won't be seen or will be too far away to distinguish any detail. I am pretty pleased the way this model has come along. Although I had some trouble with texturing using UV's I got there in the end.
Monday, 15 February 2010
Here are some occlusion renders of the transport mining vehicle 3D model. I am really impressed how these renders turned out. The shadows really do enhance the model and emphasize its form. Thanks Alex for showing me how to execute an occlusion render. Something new I learnt how to do today. Woooop!