Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts

Tuesday, 21 February 2017

Adaptation Part B - Animation Style - CBT

Researching Animation and Styles I would like to pursue the use of a narrator so a script would have to be made. Because of the time the Coney Globe Tower (CBT was perceived to start construction, doing it in this style I would already be breaking the historic wall. So Firstly I reviewed the Vault -Tec Commercial for the Fallout series.
Vault Tec Commercial

This style is of course without colour as I think should be the same for my final designs, it would help that language that this construction is from that era even better as colour footage wasnt around until some 30 years later. I also enjoyed the idea of illustrating a simple 2D Character to follow alongside the narrators guide much like the Vault Tec Commercial.
Pipboy Character from fallout

I think that Pipboy does a fantastic job at making such a grim subject colourful again, The idea I'm pitching is much more elaborate and exciting so I would like to illustrate that perhaps with a business type character that would approve of the construction and react to small puns perhaps from the narrator.

Lost Film From 1906

Even though this footage was captured in San Francisco in 1906 this is the filter effect I should pursue to intergrate into my animation. The dOl' Timey music suits the time period well and even this footage is like a guide down a main street and feels exuberant.

Old Movie Effect Tutorial

I found an appropriate tutorial to follow to gain the quick effect, I would also like to add additional effects to make the animation feel like burnt out footage and have stutter rolls as the film proceeds.

Wednesday, 16 November 2016

Narrative - Fugitive Animatic V#1

This is the altered animatic with sound.

The music for the video is copyright free and is called:
'Sad Urban Noir Background Instrumental | Royalty Free Music'

Thursday, 13 October 2016

Maya - In Class Animation - Initial Poses Playblast


 
A quick playblast of the poses I have constructed in Maya. They have been made linear and the spacing of frames is a bit vast. I will be looking to clean up in certain places and give weight to certain frames. 

Monday, 23 February 2015

Blackwater Gospel - Good Omens Inspiration



As long as anyone can remember, the coming of The Undertaker has meant the coming of death. Until one day the grim promise fails and tension builds as the God fearing townsfolk of Backwater wait for someone to die. 

Bo Mathorne - Director

Arthur Gil Larsen - Animation Lead
Mads Simonsen - Technical director
Thomas Grønlund - Animator
Rie Nymand - Animator
Esben Sloth - Art Director
Martin Holm-Grevy - Environment lead
Tue Toft Sørensen - Animator

Music composed and performed by:
Sons of Perdition







Friday, 16 January 2015

Adaptation & Professional Practice Part A - infographic style ideas


I have looked into a few different animations and info graphics I feel could influence my own workings and perhaps inspire a new style for me. Taken from a scene in Wall-e, this is the culture aboard the axiom. With the screens heavily influencing the lives of the passengers, it instructs them on the day. The enthusiastic voice is ironic I think because everyone aboard the vessel is morbidly obese, the Axiom's screens detail a 'Healthy' style with big bold fonts and various bright colors to catch peoples attentions. Also I noticed a selection of frames where the computer tells passengers to change colors by literally scrolling from a red to a blue shader. Simple animation, but serves a purpose I think.


Another idea was to re-arrange existing information on screen by adapting them into other forms. I was inspired by the Monsters Inc opening sequence of animation. If I was to replicate this kind of animation into my own working I would probably use a folding technique or like a pop-out. Linking to the information gained by one of my previous posts, the information could fork out from one object with the re-arrangement of sentences and imagery on screen.

Wednesday, 10 December 2014

Narrative - Character Rig Complete





Under The Sea - Layout Development



                                                            Titanic Blueprint
Designing the interior and exterior of the ship we are going to have to look into preserving a section of the ship to make it more believable. It doesn't have to be a full model of the ship but if the camera decides to travel the space we need to give the illusion to the audience the whole ship is on the seabed. We originally wanted the characters environment to resemble the size and décor of the original Titanic. But we might consider modeling the environment to a luxury yacht that gave the Titanic a nod for inspiration.
                                                           Ship Layout Example
Here we took an example of a plan from Google images and looked at possible places we could place our character. To hint towards that heritage of a 20th century maiden voyage we must bring all the design aspects from the Titanic and place them aboard this vessel. Also we need to place the set environment carefully because with these sort of ships there are potentially multiple levels of luxury. We need to tread carefully and go with a trend of build to not lead to confusion. For example, placing the luxury Suite above the command deck/station. Because then how would the vessel sail if the bridge cannot sea the ocean?

Tuesday, 8 April 2014

Fantastic Voyage - Scene 03 alterations render

Here is the render of the 3rd scene with the adjustments I had made, the haploid cell seems to be maybe a little too erratic in size frequency and I'm wondering if it needs a few more tweaks or does this look alright?

Sunday, 6 April 2014

Fantastic Voyage - Scene 01 and 02 W/O HUD

The rendered files of my spore seem okay at this time, I am currently rendering my 3rd scene now just to get the explosion effect correct in looks before going onto my germinating spore into diploid stages.

Wednesday, 2 April 2014

Fantastic Voyage - Scene 1 Playblast *New!


Here is my opening sequence play blast of my spores travelling through the void, I have added the glass and X-ray shaders so the only way to show the objects is raw wireframe un-modeled. My scene is also simplistic yet sophisticated with the extrudes and faces making the poly count sky rocket. I don't want to change any of the designs as I think they will fit my HUD designs very well but at the moment the render time in default settings is around 3-4 minutes and in production in 1920 by 1080 is around 9 minutes. I have also added bounces that degrade into a smooth but jolt halt at the end. These bounces will identify that the HUD has picked up the movement and will act like water drops in a pool of water.  Each file at default is 8.2MB so would altering the dimensions help the render time?

Any feedback is appreciated :)

Tuesday, 1 April 2014

Fantastic Voyage - Scene 01 Texturing and Lighting








At the moment this is my progress into scene 01 and I think that the addition of the glass and xray shaders has brought the elements closer to my initial HUD designs, integrating my HUD should prove easy and they will be placed in the same 'world'

Monday, 31 March 2014

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

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.