Thursday, 31 May 2012

Observational Drawings Week 1

As drawing is still an area that I need to improve, I went straight back into the process of producing first hand observational drawings to get better at lines and shapes

I shall put up a weekly update to the progression per week


This is what I have produced in week 1










Monday, 28 May 2012

@ Alan - Labels to check through

Hi Alan, the labels to check through this time are:


Models and Metaphors

Models and Metaphors MAYA

Sunday, 27 May 2012

Friday, 25 May 2012

Part 6: Lower Torso Refinements





Depth of Field: Using Luminance Depth











Mental Ray: Round Corners Node


Mental Ray: Using Maya Layered Shaders with Mental Ray Nodes


Lighting Profiles: IES Lighting Information Files





NCloth Part 7: Weld Adjacent Borders Constraint (Candy Bag)

NCloth Part 6: Tearable Surface Constraint (Marbles)

NCloth Part 5: Custom Presets & Component to Component Constraint (Balloons)

Wednesday, 23 May 2012

Making Of SyFy Channel Sting

Adam Webb Channel Sting Presentation

Time Travel Transitions for the four appearing Logos

I read Alan's comment and he suggested quickly putting up transitions of how each 'time travel' would work so taking and editing the render versions (most current look for logos) I tried to do this.





Playblast of early animation

I know I wasn't neccessarily meant to worry about the animation this time, I wanted to try something so have animated the fire and first arrival, I tried to create the impression of the logo building up with turning bits off and on and it is very quick as there has to be enough time for the rest to appear but I would play around with timing more and finish this if I had more time but for now it is a start.




Final Renders

Now the scene has been set up I brought the logos in to produce a bunch of finished renders as well as a group shot at the end to look at scale and positions.












Previz with Sound Examples

I have a variety of sounds that could be used to drive the animation, bascially a sound for each arrival, the fire and the crash of the future logo at the end.


The sounds for the steam, fire and wood construction came from http://www.freeSFX.co.uk



Tuesday, 22 May 2012

Final Textures and Lighting

I had a lot of help from Alan the last couple of days to refine the textures and lighting. I have learnt and realized useful tips to create highlights and to really advance from to more detailed textures.









Monday, 21 May 2012

Channel Sting Previz

As I had all components modelled and useable, I decided to construct a previz version of what the Sting/Ident could look like as time is running out and this gives a glimspe of the set up. The camera, I placed slightly off centre to make the view more interesting than dead straight. I am still not sure where to place the logos as the renassaince one is slightly harder with it's wings. I took Alan's advice about simple on and off key frames as a basic arrival, the future one may be off screen but the sound will be recognisable before plunging and crushing the other logos. I created simple particles for the fire to remain right until the future logo's dramatic entrance.

In terms of timing, I roughly want each arrival to be two seconds so that there is enough time for the effect and each logo to appear. The future logo will be quicker as that is just a fall. I may decide to make the logo at the end longer as one second might be too fast to take in and that is the important part announcing the 'themed' week.

There is no sound at this stage because although I have music samples I could use, I think I now need sound effects to drive it forward but I need to research and found the right ones for each arrival and the fire crackling.




Future Logo UV's and Texture

This was hard to match up and I might have to work back into some areas if there is time but happy for now.





 

Sunday, 20 May 2012

Prehistoric Logo UV and Texture

I used the same rock texture that I used in the concept and painted the loin cloth texture based on it.












Renaissance Logo Uv's and Textured

Created Texture maps for the planks and wings and Materials X for the rest of it as these will appear small in the camera anyway but I like that some parts are more textured while others are simple as this will work in the animation.












Victorian Logo Textured

I have textured the logos props so this one is finished, I downloaded the velvet texture that Alan suggested to use for the hats and the rest are various settings in materials x.



Prehistoric Environment Modelled

The composition is based on the final concept and the camera angle in the second image is roughly what I want and will edit this if needed when I bring the logos in and work it out fully. The rocks I made similarly to the prehistoric logo so that it feels part of that world. The trees and sticks were made with the simplistic style in mind as portrayed in the concept where I shall apply texture to.