Monday, 31 March 2014

Fantastic Voyage Scene 02 Play Blast




Fantastic Voyage Scene 01 Play blast re-modelling


Re-modeled my scene once more and have worked into the spores further and I prefer these than the original ones, Also the play blast upload had  a slight technical hitch toward the end but I will rectify this soon

Friday, 28 March 2014

Fantastic Voyage - Scene 01 Playblast

< br/> < br/> This is the only playblast I was able to save before file corruption on my desktop at uni, the polycount so far is scary, im attempting to power through previs quickly and look to finalize my objects.

Thursday, 27 March 2014

Fantastic Voyage - Spore Modelling


Modelling the spore was harder than I first realized because of the intersecting points of the nets, I finally remolded using the net and the chamfer effect and triangulate the shape allowing for hexagons to be formed. I then extruded the difference and the inner shape to produce this spore effect. It relates to my concept art and will be okay for the moment as it is taken into pre-vis. 

Thursday, 20 March 2014

Fantastic Voyage - HUD Trapcode effect

Today I spent a very long time following numerous tutorials on how to achieve a trapcode/particular effect that would engage my audience into my HUD designs. I had looked into an effect called 'trapcode planet' and I looked to recreate this with my own stylisation. The outcome of the day is 6 seconds of footage that has this small animation keyed to a number of different positions, the effect reminds me of the Iron Man HUDS I have looked at in the past. I want to create different compositions and flex designs to annotate actions in my animation, I am thinking of going from green - amber - red to symbolise state changes in the life cycle and the colours to only be displayed on the HUD.
And here is my own version for trailed for my animation. Its purpose could be served as a HUD brain or I could do trapcodes integrating each stage.

Looking at this again I think the animation is a little too quick so I may smoothen over the keyframes and lengthen the video

Saturday, 15 March 2014

Fantastic Voyage - Spore Concepts W/O HUD Elements


I am working into my spore concepts at this time and I am trying to achieve a desired brightness but here are three different tints, Personally I like 1.1 then 1.2.
The background itself shall be revisited soon obviously this is just about the spore for now :)

Fantastic Voyage - Initial Concepts

 Initially I was going to include the use of a moving particle foreground and background to emphasise  the space that the spore is within, very close as if we can see the bits in the air we see through an intense light source. They float and dwell within the space.
 Also the colours were initially going to be a wide variety of blues but after much consideration I believe I am going to take a much different gradient. The colours will instead be introduced in the Hud designs.
These were my original concepts, the newer ones will be updated to my blog shortly, but what do you think about the layouts so far? comment below please :)

Monday, 10 March 2014

Fantastic Voyage - Original Storyboard

I have constructed a thought through storyboard that looks to explore this 'Free' space in a conceptual way. The cameras that will be used will be quite dynamic and of course there maybe in-betweens here and there to strengthen it. The scanner has fed off some of the boldness of my lines in this work but have no fear my next one shall be more realized and most probably produced in photoshop :)

Friday, 7 March 2014

Fantastic Voyage - Bradley G Munkowitz Profile



Fantastic Voyage - HUD Style Research



Further research into my interactive HUD before I take the designs into Photoshop for more play-arounds. I really like the ideas used from the above videos and as complex as it looks the methods are apparently quite simple, the design must compliment the final animation. Hopefully the animatic I shall design will include a realized HUD interface and I think the aim here is to cover the camera angles, HUD VFX and SFX.

Fantastic Voyage - Post OGR Thoughts

The feedback I received from my tutor from my OGR was quite positive and the direction of my animation is beginning to be finally understood to really dive into this project. I have been advised to produce my work in a neutral style with black and white contrasting gradients. The actual colours of the piece can be brought into the equation via the introduction of my HUD, which should be carefully observed in detail and its conveyance to the audience. The camera must be dynamic and it should travel around these spaces freely looking deeper into these constructs as they intertwine with another, my further thumbnails and concepts shall be exploring this. Also the sound design is crucial to my animation as I am looking to have no narrator throughout the piece.

Here are some of the things I have been looking into as to further my research in this project. Some are by the mention of my tutor and some are what I have looked into.




Wednesday, 5 March 2014

Memento Film Review

Fantastic Voyage - Influence Map

My influence is derived heavily from a gaming 'techno' HUD that will annotate all key actions that would be taking place in my animation, the actual style and forms of my characters would be quite simplistic but rich with design and will want to grasp the viewers attention on it. The way I am hoping to present is like a blueprint mold that will animate the entire life cycle of the Plasmodial.

Fantastic Voyage - Audience/Market Research

Looking at my initial ideas that I have formed for my Fantastic Voyage project I feel it is time to research behind my prospective audiences taking into account my style of deliverance of my Plasmodium idea.

Click here for source information.

From these indepth research slides we can infer that gaming of today is a popular median of conveying information to younger audiences with approximately 74% administrators agreeing that it increases student engagement. Ages between 2-17 year olds are found to be the most popular range to be playing electronic games in the U.S. Computer games help stimulate the brain to produce dopamine that encourages the creation of connections between neurons. Children are familiar with the intergration of HUD's and I feel that my project should appeal to thew technological advancements of recent years. The interactive side to make the audience feel a sense of success.


Click here for source information.

These are the age groups I am looking to appeal to with the youngest group being from about 3-5 and ending in the late teens. I want the experience to be enlightening and simplistic with the actions onscreen to be understood at all ages, but also additional information that would be vital for the learning of individuals looking to learn the complex names of these processes and direct functions.

EARLY CHILDHOOD:
Content is intended for young children.

EVERYONE:
Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.

EVERYONE: 10+
Content is generally suitable for ages 10 and up. May contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.

TEEN:
Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language.

Conclusion

My target audience will be to those between these ages who appeal to games and the information value that can be gained from the experience. The cinematic interaction itself shouldn't be gender specific and the colour schemes I am looking to use are reminiscent of those used in Tron Legacy and Matrix with the contrasting gradients that lead to complete blacks.  

Fantastic Voyage - Physarum Polycephalum Research


Some of the documentary time lapses I have viewed to gain a further understanding of my chosen scenario for my Fantastic Voyage project

Monday, 3 March 2014

Fantastic Voyage - Chosen Bio-scientific Scenario

Soundscape - Submission Disk


Soundscape - Storyboards revised

I have decided to revised my storyboard as I have been doing my animatic. I have been completing in-betweens within these key frames it just seemed that I was doing too many frames for these actions, for example there is a total of 12 frames before my next actual sound is produced.. I have stripped down my original storyboard and have kept the important frames of my animatic and I think it will give me more time to explore my sounds in my animatic instead of elaborate frames. I will document the out-takes on my blog for reference :)

Soundscape - Sonic Concept

Soundscape - Sound Designer Profile