Categories
Maya

Week 4

This week, we developed texturing and details on our balloon. My previous model for my balloon was okay, but I’m glad we were given guidance on how to improve this because it was still lacking realism.

First, I added pipes to my boilers I had created and added some more colour to the actual balloon.

Pipes and colour addition

I then worked on adding ringlets to where the ropes would be attached. I struggled with the tool called duplicate special to do this, but then figured it was because my centre wasn’t in the centre of the world. I then also bent the pipes to align with the other bars using the soft brush tool.

Then I looked at adding a more realistic texture to the weave basket, and the metal on the balloon. I found a weave texture picture, and applied this to the basket. I then found wooden texture on Poly Haven to add to the trim of the basket to break up the colour. Finally, I found scratched metal to add to the metal on the balloon, to show a more worn and realistic material.

I then added an appropriate lighting source, of a beach downloaded from Poly Haven, checked if my texture looked okay from within the basket as well, and then reviewed the balloon for any other details I could add.

For the animation I set up 77 frames of my balloon turning 360 degrees, made the animation graph linear and played this through to see if it was okay. Finally, I was ready to render this balloon animation ready for my Nuke class. I waited roughly 30 minutes for this after class, and made sure all the settings were correct.

Render screen

Initially when it was finished I was confused as it wouldn’t open on Nuke, and was just 77 exr images, but in my session with Christos I was taught that the .exr file would be under the read node of image reader.

Final render and model capture
Categories
Design For Animation

Week 3

This week we looked at narratives, more specifically story arcs, character archetypes and timelines.

We were given the task of putting this knowlege into a film we have watched and enjoyed:

The Fault in our Stars

Story arc

  1. Set up – Girl (Hazel) has cancer and has begun going to a support group.
  2. Inciting incident –She meets Augustus and they begin to form a bond.
  3. Obstacle to overcome – She wants to meet her favourite author In Amsterdam but her doctor says no.
  4. Rising tension – She gets the pass to go so they both travel there.
  5. Climax – When they get there he is rude and arrogant, and Augustus admits to being terminal.
  6. Falling action – They live with knowing Augustus is going to die and prepare for it.
  7. Resolution – Augustus dies.
  8. Denouement – The writer is at the funeral and gives Hazel a letter Augustus wrote her and tries to make amends. Hazel goes over memories of Augustus

Character archetypes

  • Protagonist – Hazel Grace
  • Emerging companion – Augustus Waters
  • Antagonist – Peter Van Houten
  • Trickster – Isaac
  • Guardian – Mrs Lancaster
Character timeline (Linking to her emotions in sync with the story arc)
Categories
Nuke

Week 3

This week, we started to look at the software Nuke, and navigating around it.

We worked with nodes and some effects in rendering we can start to do. This was similar to layering and at first grasping nodes seemed complicated however I got to terms with creating seperate nodes and how connecting them to ecahother and the veiwer worked.

Our task was to create a circle with different layers and effects ontop of a checkered background. With help from peers and our teacher, I began to create the image below.

I learnt the usefulness of labeling nodes, the transform, blur and gradient tools, and how these can all work together.

Work from home

At the end of the session, we learned about colour selection and pixels in Nuke. Pressing r shows the red in an image through white on the screen, pressing g shows the green etc. Zooming into pixels shows the exact colour of each pixel on the viewer. I played around with this with various images and learnt a better undestanding of the tools Nuke can offer in terms of colour selection.

Categories
Maya

Week 3

This week, we developed our modelling skills, especially using the Resolve tool on Maya. Our aim this lesson was to create a hot air balloon model to use in rendering in our Nuke class. However, to become familiar with Resolve, we had a task of creating a glass and bottle using this tool.

I started by creating a wine glass and bottle with the resolve tool, and had basic 3d shapes of them to begin.

Glass and bottle

I then chose a standard surface and made their materials frosted glass to appear on the redering screen. I also altered the sizes, and made the bottle green to appear more like a bottle. I added lighting in the background for the render screen for the models to appear in a lounge also.

Render screen version

I then used the inverse selection of the cup to produce the contents of the wine. I made the material red and at this point I hadn’t caught onto the fact I should have been using aiStandard surface on the Arnold section, so I chose the preset surface of milk.

Render with the wine in glass

At this point, I felt like my models could be made to be better, so I played around with the materials and found the arnold option, which included Glass and Clear water as options, I replaced my materials with this and already it was starting to look better.

Improved materials on render

At this point, I was much happier with my models however something still seemed off. I realised the shape of my bottle and the sizings were unrealistic, when I modified these I was left with my final result.

Final models

When the class was done with this task, we moved onto making the hot air balloon using these same techniques. I began with modelling the balloon with resolve again, and created a balloon shape with intrusions made with the extrude tool.

I then created the bar that would hold the ropes by creating it from a pipe and making it a curved square shape.

Rope holder

Next was probably the most difficult part for me during the whole session. Creating the ropes. I drew the guide line for where I wanted the rope to go to. We created three circles on the base of the grid, and extruded them so they would make three cylinders. However I really struggled to twist the rope, with lots of restarting and playing with numbers on the twist option, I finally managed to get the rope effect and all three cylinders to wrap around one another. I then duplicated them symetrically to go all the way around.

I then created the baset using the extrusion tool on the bar I had already made. I started off with a rough basket but then re-did it to make it look cleaner and more realistic.

I then created the metal bars to hold these peices together by rotating the same cylinder shape on its edited pivot and dupliated these around the baset leaading up to the bar. I then added a rope material and colour to these, a brushed metal material to the bars and a red balloon suraface material to the balloon.

For this session, time had run out but I ended with this model.

Work from home

I knew this wasn’t complete, so in my spare time at home I worked on inputting a model and chair to make it more realistic. I made the chair a tree trunk to create a vintage feeling for the balloon. I then put a pre-made female sitting on the chair to see what a person would look like in my model. I also made the ends of the balloon curved so it would look more like a real hot air balloon would.

I then added boilers to the balloon. I made these from cylinders, then used the extrusion tool to make them have a boiler shape, and details. I created the bar to join them with a cylinder also, then created the brushed metal surface material to complete it.

Final model
Categories
Design For Animation

Week 2

This week, I developed and organised my thoughts about what possible topic I could use for my essay. I made this small layout of my idea which I posted on padlet.

How vital is animation and visual effects in worldmaking within the fantasy genre?

I will be exploring animation and visual effects (I may narrow this down to one) within fantasy film, tv and games (again, this might be best to narrow down to one form of media). Worldmaking is vital for especially the fantasy genre, due to it being a whole world we are not familiar with, similar to sci-fi. I will be researching how important this is, and what it adds to a form of media using some examples.

Key words:

  • Worldmaking
  • Creatures
  • Fantasy
  • Atmosphere
  • Immersion

Research of works:

Holliday, Christopher. (2018). “Fantasy/Animation: Connections Between Media, Mediums and Genres”. Routledge.

S. Trowbridge and C. Stapleton. (2009). “Melting the Boundaries Between Fantasy and Reality”. vol. 42, no. 7, pp. 57-62.

Vääräniemi, Tero. (2016). “Example Solutions of Visual Effects in Fantasy Games”. University of Applied Sciences. Available at:  https://www.theseus.fi/bitstream/handle/10024/111267/Tero%20Vaaraniemi%20Opari.pdf [Accessed 18 October 2022].

I am also interested in however the topic of: Is child endangerment being worsened by animation and reslistic visual effects?

This is something I will research more and decide which research route to pursue with guidance.

Categories
Nuke

Week 2

This week we focused on exposure, and the effects this can have on cinematography. We can lean the three components to exposure through the triangle diagram we were shown:

Exposure triangle

ISO was particularly interesting to me; this can affect the image or scene’s resolution due to it being the measure of light sensitivity that is taken with the camera. Higher ISO = higher light sensitivity = a grainier texture to the image.

Aperture, also known as F-value, is the measure of how much light travels through in a camera. A larger f value lets in a small amount of light, with a smaller f value letting in more light.

Shutter speed is the measure of how long the shutter is open for, letting light through to the sensor in the camera. The less the shutter speed, the less light will be let through, and the more shutter speed, the more light will be let through.

This can be measured in fps (frames per second) and the standard speed for cinema is 24fps.

We then looked at angles such as wide lenses, close ups, macro lenses, and compared these to how they are affected by the written above. We did this by looking at a variety of film captures, and the appropriate lens type used for each one.

Work at home

In my spare time I thought about exposure in some of my favourite films, and how this could have affected the experience of the film. One example in particular I would like to share is from the film ‘Drive’ (2011). This film uses neon lighting as a huge part of its aesthetic, yet the exposure varies throughout.

For example, in this scene, when they first enter the lift, we see a quite highly exposed shot, a lot of light is included.

Before the tension builds

However, when tension builds, and the scene becomes more darker in emotion and actions, the exposure lowers a fraction gradually as the scene continues. As the kiss scene is happening, before the driver kills the man in the lift, we see this change of lighting, and this represents the change in the mood. Exposure here really played a part in the setting of this scene.

Homework

For the homework we had to create a 15 second clip of the city around us that we will edit in Nuke next week.

For mine, I filmed outside my accommodation as that is where I am most times and what the city means to me personally.

I used a split scene effect to represent different perspectives, and different times of the day. I also added casual music to bring all of it together. It also starts and ends on the same scene to make the very short film feel like a closed circle and brings it back to the start.

Homework
Categories
Maya

Week 2

This week we really worked on more modelling in terms of manipulating shapes and turning them into what we want.

We were given the task of making a Lego man, a simplistic place to start in terms of reshaping cubes and cylinders on Maya. I chose the reference photo below:

Reference photo

I started by creating the head shape from a cube, smoothing it off and creating a more rounded shape. We worked a lot with extrusion of faces, which made an indent in the head, and created the neck.

We then created the torso, this was perhaps the easiest part of the task as we just took a cube and adjusted the vertexes.

One of the more challenging steps was creating the waist and legs. We used a cylinder shape and played with extrusion again to create a part in-between the legs that I spent some time trying to line up with the legs. To create the feet I extruded the faces at the bottom of the legs.

Leg and waist construction

I then put what I had made together, making sure they lined up and connected.

Then I faced the most challenging part of the session, making the arms was most difficult due to the sculpting and rotation angles involved. We created a base arm shape from a cylinder, and circularized the bottom of it to come to a more narrow end. With help from Nick, I eventually learnt how to construct the arm shape better, and realised it was because I forgot to edit the pivot of the rotation on the arm. I then used sculpting tools to round and smooth the shape.

Creating the hands was a little bit easier, I created a pipe shape, deleted the bottom faces and played with the vertexes and smoothness to match the reference photo. I then mirrored the arms and hand to duplicate it accurately on the other side.

This was the end of the session, but when I went home the rest of the week I wanted to add some more detail so it matched my reference photo more. I added standard surfaces through assigning new materials to make the colour of the Lego man, and added a sky dome light, both things in which I learnt from last week, and I finished the final model.

Categories
Design For Animation

Week 1

This week, our lecturer went over the assignment we have for the end of the term, and I feel clearer about what this will entail now.

Some topic ideas for this essay our group came up with included:

  1. How VFX has advanced and developed in a certain franchise throughout the years of its creation (e.g. Harry Potter).
  2. Does VFX and animation worsen the effects of child endangerment online?
  3. How does the style of animation affect immersion in VR games (e.g. stylized or realistic animation)?

I still haven’t decided on a topic yet, however this helped me one step further to figuring out some ideas in my head.

Categories
Nuke

Week 1

This week we learnt about Cinematography, and how visual effects is a major part of mise en scène within films.

Having done a BA in Film, this was something I was confident in. We focused on lighting, the three-point rule and techniques particular films have used. We explored the difference in harsh lighting and soft lighting, and how this can affect the mood of a scene. For example, harsh red lighting or white lighting could resemble tension and urgency within a scene, whereas soft pastel colors and lighting would resemble a calmer atmosphere, and perhaps a more relaxed character.

As homework, we were asked to express what ‘time’ means to us within a mood board of pictures we have taken. To me, time represented to me more than anything nostalgia, so I took a trip back to my home, and took pictures of things from my childhood room.

Homework – Mood board

Categories
Maya

Week 1

Before this class I only had basic knowledge of Maya, I had done the tutorials provided by Maya when you first download the software. I knew how to move around, scale objects, rotate objects and basic sculpting. I also had learnt some lighting techniques and animation. However, in this class I learnt about these things in more detail and put these into practice with making a tesla truck model.

Before this, we learnt how to sculpt a cube into a shape, add environment lighting by adding a sky dome light but customizing the area and lighting we wanted. One challenging part was creating a shadow for the render frame. We picked the material of area lighting from downloading an environment from Poly Haven, my shadow wouldn’t show up for some reason, however with some help I found it was due to no shadow mat being applied to my plate under the shape. With this we could see the shadow of the shape by adding a hidden plate below it.

We then applied this directly to making a model of the tesla truck. I learnt how to take a cube and make it into a truck shape, experimenting with vertex and edge rotation and scaling. My tesla ended up being very similar to the reference picture I took from being that it was a blocky shape, so was a good starting point to practice modelling.

We then added surface materials to make the truck look metal. I downloaded a modern building scene from Poly Haven and applied it to the sky dome light surface. This made the truck look like it was in this area in the render frame due to the shine on the metal surface responding to the lighting of the environment. We also experimented with shadows; I applied what I had learnt from my previous mistake and added a shadow effect on the plate below.

Probably the hardest part for me was constructing the tyres, when I got the hang of this though I applied it to all 4 of the tyres, and added a rubber and metal surface material accordingly to them. To make them look realistic we had to experiment with dragging selected faces inwards to create the ribbed effect tyres have.

We didn’t complete adding windows and other details to the truck, but this is something I will experiment in my spare time. I am happy with how my truck turned out, regardless of some imperfections for my first time modeling I was happy, especially with how I managed to get the shaping and construction very similar to the reference picture we had.

Left side of model
Right side of model
Back of model
Reference picture