Tuesday, 19 May 2009

test render of the shot


Here's a test render for the scene Ive ben working on. It proves that he's not walking and staring into a wall hahaha

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 :D

example render shot

Here's an example of the camera 2 shot with the character looking out into the lounge. This was in the early stages of the animation so the pose will look different to this picture (I.e. better and not as gay) Its not looking too bad as you can get a real feel for the character with this 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

one more thing

added a glass roof this morning.....nuff said


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


Another feature that I added were some big wall lights. After creating the table lights I felt the need to create some more and I sat for ages thinking how I can include some model lights and where to put them. It then came to me that they tend to be in the walls on space stations and there were some faces in the curved part of the roof and I thought I'd try and utilise that. I extruded three alternatively and got the above model. I then added some cylinders and added a glow texture to them. I tried the above colour first (bluish) and thought it looked good but then it came to mind that I don't particularly want it to turn into a night club hahaha (space rave!). Nahhh so I changed the colours about and its changed from this image since.

more work on the lounge


I began the day working on the lounge room. I thought it was a little far too bare at the moment so I went in there and added some more stuff. Main thing to note is the table under the walkway to the left of the image. Although you cant see them, there were some crates where the table now is and ive just moved them to the left just out of shot. And yes you cant see the table clearly thats beacause at the time I made some lights, as you can see. I also wanted to try the lighting outfor it because I was in the mind frame. I tried all sorts, blues, greens and yellowy browns and This image is near enough what I've settled on for now.

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

Still mucking about and getting to grips with the rigg and created another pose. I feel confident enough now to start animating so watch this space!

our character


This is the cahracter that we will be using for our project. I found this on a website that i shall post a link to later and also mention who made the rigg. This is perfect for our project and environment. Its a typical space character, looks similar to Master Chief from Halo, and will work well for what we want to achieve. I have played around with the rigg briefly and its fairly simple to use. The corridor scene is near enough ready to texture so I can begin animating in the next few days :D

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


After creating a block out of the lounge room I created a window in the wall looking out to the room. In the next post you will be able to see where it is placed but this is where one of our camera shots will be. The block to the left is our character reference which I have used to determine the height and ratio of the environment to our character.

more props

I then quickly modelled a broken tv to go in the corridor. There's nothing really fancy about this apart from the inclusion of a smashed screen. This makes it look worn and fits with the enviornment we are going for.

oops posted without text lol

I didnt want to make the gun exactly like my reference because I wanted to make it lok futuristic. Therefore I added the neon-like glow to some parts which just gives a little extra to the object. The audience arent going to see that much of it as it will be quite smallish so I've not paid attention to great detail but added the glowing textures to make it look fancy.

nail gun with textures



ok time for some business...

So theres only a little research gone up for now but ill be adding more as the project goes on. For now ill post up some images of modelling and some texturing so far.

The first thing that I modelled was a nail gun. This gives our character a weapon and some sort of defense lol I didnt quite fancy the character to have a massive plasma rifle or just a hand gun but I wanted to go for the engineer feel to the character and so I thought a nail gun was suitable because in reality it is a handy-man's tool and can hurt if you get shot by one haha.

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 top image comes from the film 'Aliens' and is another example corridor. It just gives us a real-life version of the environment rather than a virtual one from that of Dead Space. Pretty similar in comparison although I do like the red light given off on one side that signifies danger. Another idea for our project.

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...

havent updated for ages, oops!

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