Sunday, 30 May 2010

Final word

The term has ended, we are to hand-in what we have learned and achieved. Although the final film has not yet complete, it feels like saying goodbye to an old friend who has been with us for the past 8 month. I believe a lot of the team member would feel the same with me despite we all, at some point, moaned about it.

Oh well, in the end it is the process that matters the most because I have learned a lot. Although there are regrets and mistakes and varies instants I wished I could just wind back time… in the end, it’s all part of the learning process.


I have been working on two films, ‘Pirates’ and ‘Dummy’, both entitled as the producer. Later I find the job title pretty vague as there really isn’t much of a real producer’s job to do in a student film. Luckily though, I was able to find jobs that other people have ‘left’ me to do.


For Dummy, I joined the project at the very beginning and suggested to have a life-action environment composited with 3D dummies. I think there were 3 reasons,

  1. I wanted to develop my compositing skill and put some good work into my portfolio.
  2. Frankly, I had just bought a professional camera and wanted to put it into good use.
  3. I did not like the idea of making a 3D realism film. In the original story there were nothing we can’t achieve using live-action footages. I mean, what is the point of simply copying what we can already see into 3D?


J.B. the director of dummy agreed with me and gave me and Dean two weeks to make a compositing test. So I did. He liked it, but wasn’t sure about whether the new story which was in the process a re-development would still being able to use life-action backgrounds. That re-development took 4 weeks longer than expected. So gradually my suggestion was dropped.


In the first term, I have spent more time with dummy than pirates. It was partly because story-wise dummy was in more trouble than pirates, and also because J.B. was a very demanding person who had set the standards really high. In the end of the first term, I’ve modelled the two dummies and the room (both took over half-way from somebody else because they have failed to meet the deadline). The project however, never went too far from that point. It is a shame that after Neil and I spent so much time on the story, work out the structure, shots, details and meanings to a final version that is brilliant, in the end J.B. has lost commitment due to personal issue and decided to drop the project. I don’t want to go on too much about other people’s issues but it did affect not only me, but the whole group. J.B. later on wanted to concentrate on Pirates which I welcomed his decision, but I kept my cautions on his new promises. After all, I’ve learnt my lessons.


Pirates! A much brighter subject to talk about. We have produced some fantastic outcomes which I am just lucky to be part of it. Lewis is a brilliant director, a great concept artist and has the vision how to make a film looks good. Although sometimes he was a bit soft on people and got pushed around a little, I have learned how to help him to get the best out of the team. I know it is 10 times harder to say ‘no’ than ‘yes’ to people especially to friends, but the job has to be done. Overall, I’ve been doing modelling, rigging (weight painting), texturing, animating, camera works, lighting, rendering and compositing, and pretty much have organised all the files and folders that we are using. Frankly technically pirates is a very complex project,(the size of the supermarket, the number of objects, 4 different characters with lip-synching and the dynamics.) probably the most complex project in the room, I am very grateful that it has came out neat and OK. The reasons why we have delays are not caused by technical, but personal problems. We faced a fatal blow when our rigger went missing (who also happens to be our main technical person) which left with a huge delay in the production pipeline. But the good thing is: it has also left 3 people to learn how to rig – me, Tom and Lewis. This is surely a project that we have learned the most through out the three year of study.


This term, we have also learned the technical limitation of 3D animation which happens to be crucial, more crucial than we had thought. We have to face the fact that the college computers are almost 4 years old and they do crush unexpectedly. And there is physical memory limit of 2GB which means Maya can’t run some of our scenes (it’s a supermarket after all), which left us to spend more time to work out how to composite them back in. Although those technical problems had caused us to do more work and added more stresses over the top, I wouldn’t say it’s a bad thing. It allowed us to learn how to deal with unexpected encounters. I can only wish this one most importance skill that we have gained – problem solving skill, can be taken into account of what we have achieved this year.

In the end, I would like to thank my team for the journey we have been through. It is an experience that will stack with me for a life time. And let’s hope that we will see each other’s path crossing again in the near future.

Thursday, 27 May 2010

The work of the last week.

Shot30.lighting,background texturing


Render farm.


Shot 46, failed version with motion blur.

I didn't quite get a chance to put myselft together recently, because I simply and frankly didn't have the time to. Get up at 7:30am and get back home at 10:00pm, 7 days a week...the pressure is on.

Anyway, for the past 2 weeks, I have been lighting up shots, organising files, sorting out renders and fixing up problems. Problems always pop out unexpected. And we always come to decide whether we should - go back and do it again...or...leave it and move on. Each day is so packed, but so few screen shot has been taken for blogging purpose.

Lighting in Maya. shot 30.


Compositing in After Effect. shot 30.



Lighting. shot 32.







Shot_6 final render.


Tuesday, 25 May 2010

Lighting WIP Shot_6

This is the orginal fog light preset in maya. doesn't cast shadow.

This fog light casts shadow. If you look at the render preview on the right for details, it actually looks pretty good! (make sure you check out the large version)

I realised the orginal model of the torch doesn't have light balt. This is what it would look like when it rolls in fron of the camera.

I have added a simple plane in the torch. 20% transparent, 0.3 glow.

Turned the intensity down a little, changed the color too.

I realised i had to add some light in although it is supposed to be night. (I joked to Lewis about making our film in complete darkness and call it Night in Supermarket.) This current lighting has three lights in Maya - one spot light casts that stright light(ban-door) across the guard's face, one ambient light for the overall environment, and a additional spot light on the guard's right to brighten up his outline.


The fog light can't cast far across the all shopping aisle, so I had to cheat for this one. Its basically two light, one fog light and one normal spot light.

Monday, 24 May 2010

Shot 46, final.





Shot 46 compelete. Bottles and shelves are both looping. motion blur applied. I kind of feel bad that I have spend too long on this 2 second shot.

Sunday, 23 May 2010

Shot 46 Video WIP



Shows the 'light-link' used in the scene. (characters have independent lighting)
and reference editer - most of the shots are done this way, its better when organising files.
and rendering layers - later composite in after effect.

Stuffed but not final shot_46



So tired. I tried to cheat by looting the bottles at the background, it works..(sort of) but just need to have a bit more variety or maybe get rid of the red bottles...(sorry Ash but) they looks awful.

Saturday, 22 May 2010

shot_46 new way to cheat



I've just found out another way to explain why having a little presure is a good thing.
Although I haven't put it on the blog, but we have rendered 3 different version of shot 46 - the first shot that we are trying to render via renderfarm. The very first attenpt failed, because we set our standard too high -way too high. So we reduced it and I left one over-weekend last week, there were two missing frames but the rest looks impressive. Then i checked the render time, i was not impressed. An average 8 hours per frame. For a moment i paniced, but kept the feeling inside because all the rest of team member had already jumping like headless chickens. So I paused all the other shots I am managing to render and tried to find a solution to our ridiculous render time. (remend you, its a supermarket after all!!!) The second version, with a new lighting system(5 lights parented to the camera), used about 3 hours per frame. This version, I am so glade to say, used 5 min per frame. (with a sense of relief i was able to blog)

Because for this shot, I have looped the background. It is now only 9 frames. The geometry is slightly modified but Lewis said no biggy, its going to be blured anyway. The two character's are now in different layers and with no motion blur. Montion blur(mainly for patches) will be applied in after effect.

New Light


It looks almost better, but uses only 5 instead of ...50ish
Two gaint volume light with emit ambient opition turned on covers the entire shop. Three long - very long - squre volume light for the lights themselves. All parented to the camera so you won't see any level differences.

So who did the last lighting? so stupid!

Friday, 21 May 2010

Stuff on the shelves.


Those are the bottles and cereal boxes in their own file. They have already been positioned into place and textured, so all we need now is inport the camera and lighting, then its good to render.

Friday, 14 May 2010

Lighting, shot 46


I grabbed the task of lighting this week because Tom came to me with his shot. I created one plane object for each light hanging on the ceiling, made them partly transparent and glow. I then created a sqare volunm light for each, to make them shine. And two spot lights for up and down like the picture below:
a single light

well...since people has been moaning, badly this time, this is probabliy the reason why...:
all the lights.

Wednesday, 12 May 2010

Compositing test


This is a single frame compositing test, I was demonstrating how I wanted to composite the bottles into the background.

Tuesday, 11 May 2010

Pressure and Pain on the ass

This is not about me. Its about somebody else.

I understand it is bad to talk bad about other people on the blog. But I am totally totally pissed today by WE-ALL-KNOW-WHO. How on earth can someone be so shameless, for the past 8 month never delievered anything useful, or helpful, but yet still trying to act like a boss. Why can't he at least appreciate the hard work that me, Tom and Lewis have put together non-stoply for the past two weeks, but he just have to come in and blame me for not being supportive enough doing HIS job.

We are talking about a guy who have used the same piece of maya's preset 'Visor' effect which clams to be his own 'creation', for the past three weeks, with a different version of playblast each week trying to convience us how much he has done. We are talking about a guy who doesn't have Internet at home, never comes in on Monday and the only thing he does in college is watching films and talking bullsh*t. And since Lewis is too soft when talking to him, I becomes the one who had to say no to him. And I got all those blames on me. That's what really makes me angry, he doesn't make excueses, he simply shift the blame to somebody else. In many later cases, it was me.

To be honest, this late into the game, I have really lost hope on him. This is simply a person full of hot air, with empty words and evidently did nothing but talk through out the whole year. I don't need him to add onto my stress level, I'm dropping him.

Monday, 3 May 2010

Shot 22.


Some more rushy shot, this one include some deformers. It was orignally Dean's shot, but we simply can't wait for him now. This had gone to the sound designer today.

Shot 57,58,59.



Some prop animation i did. its a quick rush for the sound designer.

Dummy Layout.

I have to back track this from the old folder because we used to use the Dummy's own website for communication and updates. That was J.B's own website I think, and it is now down. So sadly a lot of stuff from the first term has lost. Since dummy project has been shut, this will probablity be as good as it will look.

Thursday, 29 April 2010

The end of rigging


As I've already posted on the group blog, rigging is all finished at last. They all been tested, and organised with master_control/eye controls and everything. The blendshapes are great. Make sure you reference the characters tho.
I've had a chance to play with them a little today. It all seems to be fine which is a relieve really.

LOL at the pircute.

Sunday, 25 April 2010

Environment inspirations



some references for the lighting and the design.

So much easier...


I can't believe how easy walker's rig is in comparison with the guard. The skeleton is the same, its just the mesh, the oily fat that makes it so hard to bend. I can kind of imagine in the industry they will use dynamics on the fatness. But hey, our technical guy is not here.

After I did the rig, I was like : OOOOOOOOH That's why most the animation characters from other colleges are identically slim!

Walker's weight finished.

For the record...walker is finished.
I'll upload a video demonstration of the weight soon...

Patches


For the record, patches's weight is finished. I had to come back to it and add a jaw control, as you can see, you are now be able to open his mouth 3 ways :)
1.blendshapes
2.move the joint
3.move the slider control in front of his face.



Little test animation of Patches.

Friday, 23 April 2010

Breadbeard weight finished.


its called breadbeared_weight_finalfinal.mb under my name on adrive.
Tom still need to add the giggles to his beared.

Environment Layout.

did a nice occulution layer today.

Thursday, 22 April 2010

The guard's weight finished.


This is just for the record, Guard's weight is finished and have been put onto his mobility-scooter. It is not fully animatable. I have created extra control for the scooter AND the guard. So if now you move the squre under the scooter you should be able to move them both. I basically just created a curve and parented both scooter's mesh and the guard's master control to it.

Tuesday, 20 April 2010

Environment. scene 2


I have made this called environment_s2. it should be under the scene folder in the production folder. This environment will be applied to all the shots after shot 36.

Its extra long, and eats less memory. For some shots though, it can be cut down even more but don't do it yourself just yet, I'll help you.

Monday, 19 April 2010

Master environment.


Everything is scaled to 1:1 real size. (tho its still so much smaller than a real supermarket, but will do for our camera's sake.)

This scene will never be rendered at its current state because it is tooooooooooo big. DON'T ever import it into your animation, call me over and i will make a customized version - base on the camera in each shot. If you do, it will probably crash your maya.

Notice that all the shelves are empty. I've tried to add in some bottles, but seems even on my iMac it wouldn't load up upto two shelves. So we have to render all the bottles and cereal boxes in seperate layers and composite them back in in after effect. But the location of the environment and the bottles must synchronise when the camera moves. The only way to do this - simple - don't move the environment, move your animation to position.

I can already hear people moaning.................

Monday, 5 April 2010

Meeting with Dan

Today me and Lewis had a meeting with Dan Dali, regarding to the future of one of our team member. I am not sure wether I should name him or not. Prehaps most of you already know who he is. I want to make it very clear here that I AM NOT BLAMING ANYONE HERE. Personally, I feel so sorry for him because we are very good friends. It is shame to see him dropping out.

Basically what happened is...2 weeks ago, he came back to me with an unfinished rig which was supposed to be finished a week before, although i phoned and texted him during the process, it seems i haven't been told the whole story. I undertstood he had pressure because we are both beginners to rigging and it must be hard for him. I asked him wether he wanted to move on to do another job, he thanked me and told me he'd like to work on the environment and said he's gonna make it impressive. It was good to see the spirt was back to him. But two weeks later, nothing from him. I tried to contact him by all means but couldn't get through. (but to be fare he's not the only one who does that) This morning, Lewis and me told our conceres to Dan Dali, he phoned him and got through. Apparently, he's having some family issues so he can only do work for us on Tuesday and Saturday.

It is a shame to lose him.

Now the environment is back under my list. I'll do it after I've done the weight.

Sunday, 7 March 2010

Ship modeling



starting out...

I have remodeled the ship. Lewis wanted it to be semi-realistic, whereas the old one is too cartoony. I then start to think, what makes a galleon 'iconic'? Its sexy body curve of course!
I have spend a lot of time try to capture that curve. Moving vertexes and used the sculpture tool a little. Have to say, I am quite please with the end reason. Which is a tricky one. Because I have to consider about the size of the supermarket as well as the characters whom will sit in it. AND adding an gaint canon in front of it without breaking 'believable' limit. AND...(almost forgot) adding a shopping trolley under neath it.
Still looks sexy from my view.