Showing posts with label alien. Show all posts
Showing posts with label alien. Show all posts

Friday, 30 March 2018

Personal: Monsters Misfits and Serpents


  I promised myself I'd try something a little more alien and out there and for the most part I think I'm on the right track.some of these still have that dinosaur DNA but others (my particular favourites of this being 3, 5 and 9) are more bizarre, more something unknown.

  I believe there is enough character in each of these to tell a story for each one. What they are like to speak with, what their tastes are, maybe even what they consider to be artful or in good taste. I've grown to like turning rough shapes into creatures, a few of these I had a clear picture in mind but others started off quite vague and abstract. 9 I believe was quite random to begin with and some unexpected things came out of 5's outline.

At a pinch, it is possible that all or most of these could exist within the same universe, perhaps under the same banner.

Thursday, 29 March 2018

Personal: Signing off an Old Design


  Circumstances on my end has calmed down a little, as March was a very busy and unexpected month. So as way of an unwinding I went back to an old favourite of mine. The way I keep drawing something similar suggests one of two things: Either I have run out of ideas for modifications, or I have hit upon a final design, long time coming this is true. But that means one part is out of the way for something potentially more fun and creative to explore:

Costumes!

  The other good sign is I've shown this pose to a few friends and they said it looked "noble," "majestic" and "regal" which is what I'm largely going for. With the icons out of the way, I can approach something more out-there or alien with a clear head and a confident approach now that one of the more major designs in my head feels settled. I need ot get my head out of this one design and into the more weird and wonderful world of other aliens and monsters .

It should be a more wild endeavour from here on out.

Sunday, 2 July 2017

Four: New Designers Approaching



New Designers is but a few days away, but this blog has been quiet so to alleviate that I present a few stills that I have prepared.


  Rendered in full HD quality, and what I have has been tested in a video sequence. Getting everything right and keeping everything clean well however has been nothing short of a monolithic task. This project started a long way, back, as far back as September and to see the outcome now feels exhilarating as the home stretch presents itself.




I also took some time to build a business card. Nothing too flashy, gets the job done rather nicely though.


Tuesday, 20 June 2017

Four: An Adult With Polish

  With progress done om the environment model I went back to the animation sequences. With the time that I have available I feel I can definitely push out some much cleaner and more lifelike animations. Currently building a library along the way. It won't translate easily into the juvenile - who has a very different style of movement - but the groundwork should speed up the pace.

 A rather diligent cutting of the animation down to four minutes has been a struggle, as there is always that question of what to keep and what to remove. But after some thorough examination, and the sacrificing of a few details here and there which in a number of cases could be supplemented by visual information, the video flows a little more succinctly and fits within that alotted time frame.


Wednesday, 7 June 2017

Four: Making Clutter and Props


  The last few days the design priority has been in prop-making.to give the biolab a lived-in look.


  There are still some props that need making - binders, dossier folders, perhaps a camera, Alfonse's experiment, post-it notes, perhaps items like used TV dinner trays or cups of soup. Built into the coffee cup is a particle emitter that when rendered would resemble steam. One of the rops I've entertained is an ash tray in David's office; this could be used as a means to convey that David is overworked, having to take cigarette breaks to get though the day. However, the idea of the decontamination unit that connects the lab to the corridor was to imply that the lab needed to be sterile and clean of foreign contaminants. Food might be passable but smoking in his room also feels like a stretch.


Making food to actually go on these trays might be too much. It might be that all I need to do to convey that the scientists have been eating is empty TV trays that have been stained by what was on them while they were eaten.


  Looking at the time period, what might have best suited the lab in terms of lighting fixtures is a tube of flourescent light that circles the room. This differing setup shoudl contrast the room nicely with the corridor outside.

Thursday, 4 May 2017

Four: Corridor Lighting


  Much of yesterday was spent on animating some of the final scenes, which means that to an extent, act 3 (where we see the adult) has a functional set of animations.

  So today's priority was lighting. This however turned into more work than I initially anticipated as in order to shave off render times I considered looking where I could optimise my scene. Presently my shaders were monochromatic - I would create a single shader for a specific colour, but this proved inflexible and I ended up building up a number of shaders with the same settings just different shades.




  I was able to replace some of the shaders using maps created in Photoshop, which I am considering fleshing out with textures to make the materials feel more like real materials and less like plastic. While other materials use a blinn, the white panels use a mila shader textured to come across more as leather, using similar properties to Four's skin due to leather's properties.




A warmer grey for the bulk material of the corridor appears to work more with the aesthetic I am aiming for. Aside from a number of hot-spots, the lighting in place (area lights positioned opposite each other) works to fill out the scene.


Strangely the frame above took considerably longer to render than the corridors, Four's teeth also appear to be reflecting the light of the surface shader used to represent the sunlight. I could disable it for when the camera switches to this shot as the effect is almost obliterating the sight of her teeth.

Thursday, 27 April 2017

Four: Early Demo Ready for Display


  I am at a stage where most of the animation is in a decent state. There are still some gaps left but the majority of what I had in mind is in a good place for an early update. This also provides a good chance to see the piece in its entirety in current its current state of production.


  One challenge now is to sync the animation with the soundscape. This will extend the piece slightly as there are areas where breaks in the monologues might be worthwhile.and areas where a soundscape could fill in some of the blanks.

Wednesday, 26 April 2017

Four: Adjusting Cameras, the Grub is Live


  For the past couple of days I have primarily been working on creating animations for the creature to move about the world. 


  More significantly, the camera's focal length has been changed to provide a more natural look. Looking back and forth the previous camera angle felt a little wide, exaggerating the distance between the foreground and the background which made the rooms look enormous. So far it is only the sequences before and with the grub and with the adult form that the camera angle has been adjusted. The camera angles for the juvenile form will need to be updated and that is on my list.


Most of the camera angles have remained the same save for the distance the camera is from the subject, save for one or two minor changes to improve flow and keep interest. Some of the angles had to be re-tilted as they pointed towards the floor but the improvement does feel significant.



Friday, 7 April 2017

Four: Sequences Improving and Teasing Finer Details


As I'm getting into animating, I'm finding myself occasionally adding the smaller details. As can be seen in the final few seconds, her face does indeed move. I had initially planned to reserve this for second pass animating (to add finer details after the bulk movements are sequenced) but it certainly adds a certain something to the character's life at this early stage.

Wednesday, 5 April 2017

Four: Perfecting A Jog


  Animation sequences continue. Much of today was spent in an attempt to get Four's jog/run right. A bit of referencing on otter run cycles helped to correct things after some difficulty and this might be good enough to install into a previous segment.


  A pre-vis section will come soon  I am nearly done with the first pass of the juvenile sections to the piece.


Monday, 3 April 2017

Four: Office Exploration


  More progress done, this time the sequence where Four explores her owner's office as Amelia expresses doubts continuing a relationship with him. A bit of time was taken to get her rise to the table looking right.


The way she pushes the phone off the table, maybe there is a connotation there given the way she pushes it? She's not entirely sweets and strawberries especially as she gets older and the other scientists and the people upstairs start thinking of David less.

Friday, 31 March 2017

Four: Texture Rework Phase One


  Some time was taken today building texture work for Four as well as creating a displacement map to simulate the texture. The greatest focus today was on her fins which graphically speaking required a complete rework. I based the design on butterfly wings, the intention of numerous patterns on such are to intimidate any larger predators but can also be used to attract a mate.


Her head fins are about done, and lay the foundation for how the tail fins work, the techniques I used ot create the textures on the head fins can easily be used to colour the tail fins.

Some work was also done on Thursday too refine the juvenile's animations to make her jump to the floor and her approach towards the incubator more animated.

Wednesday, 29 March 2017

Four: Refining First Sequence


The final steps are coming along with Four's adult model. With progress made on the model I returned to animating the juvenile. Focus today was on the table, where she jumps up, walks along and then jumps off. I discovered while animating that the sequence felt less jagged and jittery if the keyframes had room to breathe - expanding from a two-frame gap to a three-frame gap during the walking sequence appears to smooth out some of her animation.

Tuesday, 28 March 2017

Four: Weighting the Adult Fins


  Time was put aside today to work on the adult. All that needs doing so far is to get her fins working right.


  So far the current system has been to move control of the fins from the main body to another blendshape. Central controls that move the entire fin have been installed and the skin has been weighted so that any twist to the fins will be provided by the rotation of the body.



Monday, 27 March 2017

Four: Walk Cycle Development


Progress is coming along coding Four's walk cycle. Most of the bugs have been ironed out of a basic cycle that I might see about varying, the main good thing is she's coming to life. Finder details like her facial expressions will be something for later on when the bulk of the animations are down.

Indeed perhaps her tentacles could do with a bit of a bounce to them to make them appear flexible.


Sunday, 26 March 2017

Four: Art Of Draft Page


I have started animating (more will some), basics but mindful of time I looked into creating a first draft master spread for the Art Of document.

The idea I have had discussed is that the Art Of resembles a dossier, a document on Four herself and the research on her, so I went with the idea of going for something that looked somewhat official. The stress David feels as the story progresses would manifest in this document as more hastily-constructed pages with more post-it notes, tilted images to reflect the pressure he is under.

Thursday, 23 March 2017

Four: Juvenile On Display


  The adult is almost ready for her appearance in the pre-vis, while I worked on her I decided to create a quick turnaround for the juvenile state which textures aside is about finished. Lighting might take some playing around with as without an ambient occlusion node she appears quite dark but with some clever use of light-linking I am sure I can work around this as the model receives well-aimed directional lights very well. 


  I am quite happy with how the rig turned out. The controls around her eyes and for her tongue give some beautiful possibilities. I suppose while there is still some human-ness in her eyes, it works for her, that "glimmer of intelligence" as people say.




Tuesday, 21 March 2017

Four: Last Few Controls


  So far almost everything has been linked up. The last few elements required are the fins. As I found the IK control system quite handy, I decided that barring other suggestions I use that to make controlling the fins easier, as I had to get rid of a few controls for the old method when rebuilding the neck.


  There was some minor warping when I linked up the blendshapes to the model, but a loophole I found to reduce the severity was to reduce two of the shapes - one for the lips and around the eyes, one for the cheeks, are working at half-strength. While this does mean their controls need to be moved further for a better effect, it seems like a worthwhile compromise. 


The counter-roll for the spine's IK also works effectively. However since copying the rotation for the core joint overshoots the counter-rotation it might have to be controlled on a by-eye basis.

Wednesday, 15 March 2017

Four: Presenting Play and A New Adult


Written into the script, one idea was for Four to knock over the phone as Amelia is talking. This scene should be more interesting than Four simply wandering into David's office and giving the camera puppy-eyes.

Anyone with a pet cat knows they love playing with inanimate objects by giving them pokes, jabs and pushes to see what they do or how they fall over. As a creature of predatory heritage, Four might have similar instincts so this might be entirely in-character for her.


Preparing for the third act I went back to the adult model. While installing the spine to simplify control over Four, a slight problem came out in that when installing a curve to a spine, the joints will contract to fit the CV curve, which would make reattaching the blendshapes problematic. The solution so far (which has given freedom in correcting the skeleton) has been to essentially fix the skeleton then rebind the skin and paint the weights back on. 


As I had done this before a couple of times now I might be able to re-paint the skin weights fairly promptly. That is the plan, as the deadline of mid-May is coming and I have to reserve a week or two for export to a render farm and post-processing.