Monday 31 May 2010

Refinement


The string on the fishing line isnt perfect but here we go.

Something a bit more like this?



A bit rushed because i just wanna see if i have the right idea over the movement. If this (rough) movement is okay i'll clean it up and get it on Adrive.

Matts really really crappy weekend.

Im just be blunt and say it.

Shots 13, 16 and 18 all corrupted on me on friday.

After a depserate hour of me tearing my hair out and checking and rechecking practically every folder and file on my computer i managed to recover most of shot 13, half of shot 16 and none of shot 18. I also managed to find the most uptodate playblasts i had.

Needless to say my weekend has been a pretty damn depressing rush of me locked to my computer redo-ing all my work from last week.

Shot 13 is at the stage posted below. I will continue work on it when i've finished typing this and get that finished asap.

Shot 16 is at this stage.

I managed to recover all of heros movement do i just had to reanimate Lady. So its pretty Identical to what i had before.
Personally i think this just needs a bit of cleaning on her body and he blink starts a bit too soon before she turns, i want to have this done today. Feedback plz.

And shot 18 is at this stage.

Which is a bit further along than it was before it corrupted. I tried to make the spade look a bit heavier this time round, hoping to have most of this scene finished by the end of the day if not finished.

After these 3 are complete i just have shot 35 to do, which is already roughly blocked out so i have a pretty good idea of timings. So im gonna be trying to be finished with the animation by weds eve if all goes to plan and we don't have anymore crippling errors that seem to be springing out of the woodwork this week.

Sunday 30 May 2010

Saturday 29 May 2010

Thursday 27 May 2010

Saturday 22 May 2010

Hero Textured

Hero's textures are now on the Adrive. I can tell you now that they ARN'T going to work on shot 26 as it is because the model is using the old UV layout. I'll change this and re-up the file later on tonight, this shouldn't effect the (hopefully already rendered) occlusion, z-depth etc.

Also the button/string hasn't been textured cuz they havnt been uv'd and im not too sure what to do with them.

Macho's teeth texture is now on the Adrive as well. Dependant upon what model you have you may need to Auto-Uv the teeth then apply the texture. Same texture for top and bottom.

Friday 21 May 2010

Update

Updates on shot 13 and 16.

They're both pretty much there, will be done by tommorow eve (sat).


This is shot 13, i started work on this before i started shot 16 and got it pretty much fleshed out. Then went on to work on 16 and found a much easier way of working that solved alot of the issues when working with the fishing rods, so i've gone back over and transfered the movement onto a new file with the new work flow.
Its nearly there, the rod and the line arn't animated yet so he doesnt particulaly look like he's balancing it...more like its stuck to his fingers...which it is... but we don't want it to look like it is, i think the left hand needs a bit of refining as well, its a bit too chunky atm and doesnt reflect whats happening with the rod too well. Then all the facial stuff.


The balancing part of shot 16 is done, just need to add facial animation and then Hero is animated for this scene. I havn't started on lady yet, but its just a reactory shot so it should take too long.

Tuesday 18 May 2010

shot 20 re-do



Re-working of shot 20 after talking to Sarah yesterday, the juggliung does look better but im not too sure about Lady's clapping.

Lemme know your thoughts.

Shot 6



The final pose is a little rushed - i ran out of frames.
Might change the look across as well cuz its looking a little too rushed for my liking.
- EDIT (2 hours later) That look across is far too fast.... will space it so he starts looking across before he turns his body.

Thoughts and feedback plz.

Monday 17 May 2010

For God sakes somebody call a Doctor...or a Potter.

Lady Gnome all smashed up for the final shot, which has now been animated - she blinks twice and her arm falls off. Im pretty happy with the way she turned out smashed considering it was a pretty rushed job. The white jigsawy pieces will be a slightly different colour to the main bulk of her body (which is just her plain old body) So the look like different pieces that have been stuck on. They have been manually smoothed so can't be smooth preveiwed (otherwise they loose their edge) Face has been moved around a bit and the hair has been straightened and angled to look messy. However its the tape that brings the whole thing together, for some reason it seems to add alot more to what isnt there, by applying it she just looks more...broken.
We'll also be covering the texture with cracks so it looks like she's been smashed and then she's done.

This scene (38) along with shots 23 nd 24 are now on the adrive, so rendering of their occlusions and zdepth (etc) can begin.

Saturday 15 May 2010

...Fail?

Currently working on shot 37 and felt inclined to show this. This was working towards something a bit more like what we have in the animatic but it juts doesn't look right.

I am quite pleased with the body though.

Edit: Ok now im not sure, i walked away and have come back to it and i'm not sure whether i like this/should continue this or not.

Thoughts

Shot 20



Shot 20 - the one that wouldnt upload last night. This ones completly ready for renderering (except the textures) The Uv's are correct, the eyes are added and the scene in cleaned. Just need the A-ok on the animation....and might lower the camera cuz there alot of sky in this scene.

Friday 14 May 2010

Animation for feedback

Which ones are ready to be sent through to render and which ones need more work.

Im having real trouble uploading the vids here, managed to get two up but will try uping shot 20 again in the morning.



Shot 22 generally cleaned up with more added to it. Still need to switch Hero here for the re-uved one, but now ive got Hero juggling in shot 20 i can copy him in and then just have to copy over the keys on the fall. So shouldnt take as long as shot 20 did.



I know i need to add more to the movement of him lifting the rocks up to look at them.
I Wouldn't say i'm overly happy with the way that shot 8 is looking, but i'm accutley aware of the time its taking. This could look better, but ive got about a hundred other things i need to do as well.

Lemme know your opinions on all shots.

Next one im gonna work on is shot 6 which should only take me a day.

Wednesday 12 May 2010

Bumped.

Quick render of Macho textured with his bump map applied.

Theres two maps applied, a body bump at 0.02 influence and a universal bump for his limbs at 0.01 influence. I'll be sticking these bumps on the Adrive and the public.

I got bored of looking for the perfect rock textures online so in the end i just made one in photoshop using filters and lighting effects. Am pretty pleased with the way its turned out given that i only had a couple of hours to do it. Its a little bit funny in some places but i think this is just where i've been playing around with the lighting.

I know we didnt get all the nice longer cracks and stuff that we were origionally hopeing to add to the bump. I had a play with it last night and got some poor results, it would take me a coupla days to get working well which is time that we really dont have, so i left it like this.

Something else to note is that i have got the occlusion on Soft light instead of Multiply, because for this particular render it looks better, it's something i'd like to to look at in AE and see what it looks like on a moving scene.

And finally the Rigs need to have sphere eyeballs with a black metallic attached, they look REALLY bad without it (they have shark eyes).
I've already setup Macho and Hero with the spheres, just need to have a look at lady (at the moment she has concave eyes so we may just get away wih painting the faces...but i doubt it) Its easy enough to attach them eyeballs though so its not really a big issue. I'll post instructions on how to get the eye texture working on the main blog shortly.

Edit:
Right, in the bump files and a final scaled body texture for Macho are on the public drive
GnomesTexture+Lighting\FinalTextures\MachoFinalBump
And are also on the Adrive in the texures folder.

Tuesday 4 May 2010

Shot22 Progress

Right i've changed it a little bit from the animatic. Instead of falling backwards and turning so that he catches himself on his hands Hero now just falls and lands on his backside. I didnt attempt the twist but thinking about in the planning stage made me realize that such a movement would just look unnatural.


Macho's legs dont lend themselves well to a walk cycleand it tool me ages to get something halfway decent and im still working on his arms.
Heros arms havn't been animated yet and i've had to delete the stones he was juggling, but these shouldnt take to long to put them back in because its only 40-50 frames. Also I havnt done any facial animation on him yet, so at the moment he gets pushed over and just grins wider. Am planning to have this shot, along with shot 20, done by tommorow eve.

Monday 3 May 2010

Shot20 Progress

Right, can't say i've made amazing progress over the last couple of days, ive really been struggling with the stones and the catch and grab on his hands. I am working on shot 20 + 22 at the same time and intend to have them finished by weds eve.


I know it looks pretty reptitive... i need to go back over it and add some more differences, however its not as bad as it looks here(small).
Lady is just blocked i need to get ahold of the final versions of the mushrooms to place her on, then add more to her and this shot is pretty much there (unless you can see something that needs changing) I'm not too keen on how Heros legs are looking in this shot i might see if i can crop it in a little bit.

For shot 22, i spent a couple of hours on Machos walk cycle today but looking at it again now its really terrible (he look like he's limping and his arms are terrible) so im gonna rework it now and i'll post a playblast tommorow evening.

Feedback plz