Friday, 19 June 2009
Production Schedules Continued...
The top is the original start production schedule that was intended for the final outcome.
As the project progressed, we were beginning to realise that things were taking longer to do than other parts. At the start we had to drop the animatic and storyboards as we jumped straight into the project from the outset as we had already set ourselves alot to do in the time we had. Once the corridor modelling was complete Spencer began texturing it. This was when the effort and time constraints started. The texturing was taking longer than anticapated and we started to think if we could get stuff done for rave on air. So we set ourselves the goal of getting the forst two environments modelled and textured and redered out for rave on air. But this failed and we were running out of time to even get the first corridor done for rave on air and we decided to drop the production of the third room and just concentrate on the two rooms.
The corridor was nearly done for rave on air but as it was too little and no composition we decided not to hand anything in for rave on air and just concentrate on the main deadline on the 19th june. The production of the main room went well but again the texturing took 2 weeks to complete and this was alot longer than originally anticipated and reduced the amount of rendering and compositing time available to us but never the less we got it done on time.
The production plan worked well but we had to drop a few things along the way but this comes part and parcell of animation work in general and realisticly, but we have produced a film that we are both happy and proud of and feel that we have achieved alot.
Another render shot

Render Shots


This is the scene that I am particularly proud of in the final film. I think that from what the scene looked like before the After effects editing and to what it looks like now you can see a vast visual improvement. This just shows me how much a difference after effects makes when it is done well. And for my first attempt with the programme I dont think ive done too bad. It was a bit fiddly and tricky with creating the particles and getting the right scale and speed as they are meant to be floating in the air but I got there in the end and feel that what I have produced has been done well in the time I had to do it.
Render problems....AGAIN!!
I am dissappointed with this because I had done alot of work with the character in the beefy room and to have it all dropped for hand in is a shame but im not going to give up, Im gonna go back and render it out and make the film again for showreel purposes.
The thing that i am pleased with is my after effects work. Rather than the stills being motionless, I created moving title sequences on the screen as if it was a computer. This makes the scene more real and less dull so in a way all my animation work has been a success. I feel that my animation and after effects knowledge and skills have developed far on this project and Im happy with what I have produced. I know it can be better but this will come with experience and practice.
NO NAILGUN :.(
online stuff
Ive posted some links that I used for research on my project. The dead space videos are the main research videos on youtube that I used to base my ideas on and modelling. I really liked the edits on both of them and the eerie soundtracks that are played on both of them.
The After Effects link showed me how to create some of the effects I made in the final video. I've never used the software until a week and a half ago and I think ive made progress with the use of the software and understanding of it. I feel what I have created is to a good standard and the only way is forward from here with my knowledge of the programme
Tuesday, 19 May 2009
test render of the shot
todays progress
Im almost there with camera shots 1 and 2 for the beefy room. This is pretty much near the finished animation but I need to go back and adjust one or two things after seeing this playblast but im happy with what I've done. This whole little animation will be split between 2 camera shots so it saves doing more animating than needed. I feel more confident with my animation skills after working on the two scenes Ive done so far like playing with the graph editor to get a nice flow, secondary animation and key frames in particular the hips and shoulders to give it more character.
Friday, 15 May 2009
a little touch of heat
I thought It would be a nice little effect to have a damaged floor grating on fire near the door. I thought that the room looked a little bare in this half and so I thought for a while what I can add. So i thought of this and there's still room for more so ill need to go away and think about what I can add :Dexample render shot
This is the non-X Files version
Its a little slow at the moment so i need to play about with the speed and duration but its not too bad for an afternoon's work. It only really took me about 2 hours or so to do, its not finished yet but it will be soon enough. Only another few more shots to go ^_^
Bit of X files hahahaha
This is the stage i'm upto at the moment with the animating. When the playblast came out this is what I got X Files all over haha
more animating
This is just a simple block out of camera 1 shot. The wall infront is glass so hes not just walking to a door or wall lol ITS GLASS!! that overlooks the room. It then cuts to camera 2 which is outside looking into the 'control room'.
Thursday, 14 May 2009


The above images are what the scene looks like at the moment. I've included ambient and area lights with low intensity. Maybe a little too dark but its trial and error now but its what I've settled on at the moment. I've changed the main wall lights to a more realistic colour and you can just about see the boxes under the stairs. I've added some tables in the opposite corner (top image) as it was looking bare. A light in the 'control room' over-looking the scene has been added so you can see inside it but thats all for now.......Looking goooooooood!!
more lights

more work on the lounge

Wednesday, 13 May 2009
good enough for now
This is the finished walk for scene 1. It may need tweaking later on but its good for now and a start. Now just need to work on the other scenes haha then put some final tweaks together. The only thing that can be said about this is the speed but thats easily modified. Its a bit quicker than the previous post but well see.
shoulder pad test
This is a test playblast for the animation on the shoulder pad. Its a secondary animation to the shot
corridor scene 1 test blast
Since Monday, I've spent my time animating the character for the first shot. It's only a simple walk cycle but that's all its meant to be. I still need to sort out the hands and decide whether to include the gun or not because i need to sort out the textures for it. It's a little slow the walk cycle but it can easily be sped up.
Friday, 8 May 2009
more trials
our character

adding some detail


spent yesterday modelling what you can see in the images above for the lounge room. It looks kinda basic at the moment but its alot of progress made from the room being empty at the start of the day. Now that I've started adding objects I can start to bulk it out while keeping any eye on the pollygon count. Its coming along and will be ready to texture soon :D
the lounge area

more props
oops posted without text lol
ok time for some business...
The image directly below was the reference that I used for modelling.
The image directly below is my finished model without textures.
Wednesday, 6 May 2009

This is an example of the exterior to our environment, although we wont be creating this, it just gives us an idea of the bigger environment that ours will be fitting into. This is also the colour scheme that we are going for. Spencer and I like the rusty/red colour and we think it is the perfect colour tint for our environment.
more research

The bottom image is from the Aliens vs Predator game and is a start for an idea for our lounge room. I really like the amount of detail that has been put in it and the lighting. But its probably a bit too light for the environment we are going for.
research, research, research...

The main source of my inspiration for this project comes from the dead space game. It's why I suggested the idea in the first place and it also builds on our mansion project, where we created an older aged enivronment whereas this is futuristic, make sense?I have uploaded these images because of the lighting. It gives such a creepy feeling to it and its exactly what we want for our environment. Also for the details of what a space station interior looks like and to give us a sense of direction of what we want to achieve. The above image is of a corridor and this is one of the rooms we will be designing in our project. This gives us a basic understanding of what we want to be creating and something to stem and build our ideas from.
Time for an update...
Anyway, so far so good! working with Spencer is always a good thing and were on schedule to complete our project for Rave On Air. We've pretty much modelled the corridor part of the environment and I've started modelling the lounge room today. I shall be uploading research, and progress so far in the next hour or so
Monday, 27 April 2009
1st update...
Also, spent some of today producing a production plan for us and its a reasonable schedule and Spence and I are perfectly capable of sticking to it and having a successful outcome.
Tuesday, 21 April 2009
Early doors...
Our initial idea is to create a space station environment similar to that of Dead Space. Initially we plan to have an environment with some animation involved, preferabley a character and there will be some features of the environment that will be animated









