Monday, 23 January 2012

C'est Fini! - 23.01.12

Finally the flat shapes are finished on the floor texture; here are the WIPs:



Pretty happy with the finished look of the thing, I tried to pay attention to not accidentally creating any noticeable patterns that would look obvious when it's repeated. There's also no distinguishable orientation for the same reason. 

Now to get to shading and texturing for the 3D side!

Sunday, 22 January 2012

ARGH! FLOORS! - 23.01.12

After what seems like an eternity staring at my screen I'm going to call it quits, I've been creating the floor tile texture for the set. What it basically consists of is drawing a random shape, tweaking it to look a teensy bit more natural then filling it with one of 5 shades of grey.

I'm actually quite enjoying doing it, but it's taking slightly longer than I anticipated, the first problem was coming up with a system to create a non-uniform texture that would be tile-able. Then, very slowly, making sure that the colours aren't touching became more of an issue.

In hindsight I probably should have done 6 or 7 or maybe even more shades to make it easier, but I suppose this adds a bit of a challenge!

Anyway, it's now 2.30am and my burning eyes are telling me to go to bed. So I'm leaving a small post with some WIP shots of what I did tonight:





Fun, right? =] Will finish this with some fresh eyes in the morning... Well, afternoon. 

Night all!

Work Update - 22.01.12

Well work continues at a steady pace at uni and at home. I just a few moments ago finished the texture maps for buildings on the 2D side of the set, and animation is scheduled for starting this coming week... I'm nervous! But excited to start getting some actual footage.

I have a little work to do on the floor texture... Or rather quite a lot of work... 

Friday was our official weekly day-off and while playing Dead Island Rob pointed out that he quite liked the style of the floor in one of the locations, so I snapped it for reference:


A nice non-uniform tiled design... Not at all like I was asked to do (I'm lookin' at you ROB)... So work will begin on the 3rd design of the floor now. The completely random orientation of the tiles will help it look more 'in-place'. We can achieve the shading with a relatively simple bump-map. Overall I'm happy this is the pattern we're aiming for, I just wish I could get those 3 hours of drawing squares back (ah well).

Anyway all is still going to schedule, though through some discussion Rob and I think we will probably need an extra few weeks of actual animation than the schedule says, but it's OK because we actually had 3 weeks spare in the schedule anyway! Job's a good 'un; as they say.

Glad the 2D building texturing is finally done, one can only take so much rescaling and moving things! I need to draw, now!

Better get started on this floor texture! Toodles =]

Tuesday, 17 January 2012

Pretty pretty textures! - 17.01.12

Today has been a relatively productive day. All of the character turnarounds are now finished and ready for modelling, which I myself am going to have a go at (just for funsies), I imagine Rob will have to re-do anything I do, but practice is practice! At least while I wait for the unwraps to start texturing.

Also on another note, Rob has now finished the modelling for the set and is in the process of unwrapping stuff for texturing... Should be a busy few days, but it'll be well worth all the effort!

Anyway, since I'm going to be spending some time on the texture end of things I thought it best to look at a few resources about what to expect, especially for the 3D side of the scene (it's pretty easy going on the 2D side texture-wise).

Found an awesome hard-surface texture tutorial that was really really helpful:


Awesome, awesome tutorial! 

Talking with Rob earlier today he mentioned that he'd like the set to resemble he stuff used in The Incredibles and other Pixar films. So trying to have a look around at how we might realistically achieve an effect similar to theirs...

I must admit a lot of the render talk goes completely over my head, personally I have no idea why people decided to start using such ridiculously complex terms to describe things, all it does is completely alienate people who don't have a CG talk dictionary at hand or a couple of years experience under their belt... Anyway as I was saying, it goes completely over my head, Pixar use a lot of very complex shaders to achieve their final finished images. Shaders that we don't have access to (why would Pixar give away what gives them their edge), nor can we recreate them.

The best we can do with the textures is make the best painted textures we can do, and put some time into setting up the light to look just right, maybe throw in a couple of bump maps for good measure... But Rob is the CG expert, so we'll have to wait and see what he thinks!

Here is one of the pages I read about the texturing involved in the Pixar film Ratatouille, though that is perhaps one of the most texture and shader heavy films they've done, simply because of the scale of the main character meaning there's lots of surface close-ups and the focus being on food, which in their own words people are already familiar with how food should look:


Monday, 16 January 2012

Diary of Production! - 16.01.12

Aaah hello again Mister Courier font... How I have missed you!

Semester 2 began a few days ago and we have to keep a production diary, seems like the most efficient way of doing that is keeping a blog journal of the process of the work, much like last semester. That way I can upload all of my research and development into one tidy place! Lovely!

First things first I suppose, I'll have to get all of my semester 1 posts consolidated into just a few labels, and create some brand new semester 2 specific labels... Exciting stuff!

Production Diary - 16.01.12

As for the production diary... Well, Rob and I are busy away like little bees. I've been creating character turnarounds for Rookie and all of the crowd members and designed the 2D side of the set. Rob has been modelling the more intricate 3D side of the set. 

Just a few more turnarounds to go (3 I think) and hopefully Rob will have some textures for me to get on. Actual animation will be beginning this / next week, provided I have time between texturing... For me at least, Rob has quite a few more weeks of modelling to go! Still... so far all is going to schedule, though I'll admit it is only the first week.

Thursday, 15 December 2011

Synopsis!

Well that was a close one! Tomorrow is hand in day, and although I can still submit things I'd like to have it on the blog just in case... To my surprise I noticed that I actually don't have the synopsis to the film on my blog. So here it is:

An old has-been mime works his daily routine boring his audience with his old moves and his failing body. When a new rookie mime turns up with his fresh face and starts stealing the old timer’s audience. This won’t fly with the old mime, so he starts to sabotage the rookie mime’s act. The rookie then retaliates and they argue and fight in a miming style with great finesse and skill, using invisible things and great miming to try and get one up over each other. Until it escalates so much that the audience think it’s all an act. The two draw a bigger crowd together and soon realise that they work better as a team than they ever did apart. The Rookie has given the Old Timer a new lease of life, whilst he helps the Rookie with his green moves.

Right! Back to piecing everything together I go! It's mayhem here I tell you.

Thursday, 3 November 2011

Character Designs! - 03.11.11

For the sake of completionism I thought it best that I actually have the character designs for the film somewhere on my blog! So here are the original drawings that Rob did of the characts 'Oldie' and 'Rookie' the 2 main characters in the film.

Oldie:

Oldie will be drawn in 2D through the whole film (my job), which should be a lot of fun! Rob's job is the 3D side of things, including Rookie:

We have since done some more development sketches on each, which I'll show now too:

Some sketches of Rookie by me this time, we wanted to get a more final idea of what the character will look like, Rob wasn't happy with his design so I did some sketches:


I took some liberties with this one, thought it could be productive to try out a variation:



A sketch of Oldie I did, this one I did for some camera angle reference, it was for some help while we were doing our shooting script: