Author Archive

Pencil Test with a Pencil Tester Setup

Need to work out the white balance and stabilise it a bit, but the scene’s working out pretty well.

More Pencil Tests

Today, I worked on two more bits of animation for the first scene, and the keys for another part:

The replacement tail swish, which I think is smoother. I also shortened the length of the snout because it was horribly off model and too long, making the character look ugly.

And the belly rumble, which I don’t think is quite finished yet. Hmm, something is wrong with it.

Will work more later!

Production – The First Scene

This week I have been working on the first scene of my film, and it contains a surprising amount of complexity for such a simple scene. In order to give myself time and spark to work on the more intensive scenes, me and Peter worked out how to do the aligator’s acting using limited animation, and Neil advised me on how to create the perfect pose for the attitude of the gator.

Not having set up my line tester yet (though a webcam is on it’s way!!) I was animating blind, having only the time honoured skills of rolling and flipping to guide me. I think it went rather well, considering. There’s still a lot of work to do (in both inbetweening and the animation) but I’m confident that I’ll be able to do it.


Preliminary tests

Talking of the first scene, I also pencilled out the layout for it, something that took me on-and-off about two days. Quite slow considering the amount of layouts I need to get through, but still, it’s a start.


Long Pan Shot

Mississippi Mud Pie – Animatic Update

Updated. The ending isn’t finished, but it’s getting there.

Mississippi Mud Pie – Alligator Model Sheet

Well, it’s been a full week since I last updated, so here we go. I’ve been working out the alligator character so that he is animatable and sensible to work with. Surprisingly, there was very little to work out from my original design, just minor simplifications here and there. Specifically, the scutes on his belly and the frills on the back of his head. Instead of the frills going all the way to his tail, he only has four – three on the head and one on the upper back. And the scutes are formed only on the belly and tail – using the sphere form of his stomach to create the upper ones (one at the top, one at the bottom, and two splitting the sphere into thirds), and the cylinder forms for the ones on the tail. The chest area, on the other hand, has no splits in it. After a few attempts, I can get him roughly on model consistently, so that must count for something.

Aligator Model Sheet v3

Still to do: Man model sheet.

Preproduction – The Unbearable Stiffness of Using Maya

The nightmare is over

I’ve decided to do my film in 2D instead of 3D. The reason for this is not because I dislike Maya, or hold any particular grudges against it – it merely isn’t suitable for what I want to achieve. The low poly models I’ve created will go into my portfolio, and I will be still using maya for some background assets and other things. But, for now, at least, the story I am to tell, the movements the characters will make, will be in 2D.

Mississippi Mud Pie – Character Texturing

Today I have been texturing my characters.


Neither are 100% finished, but I think I have made enough progress to post an update. Once these characters are complete, I will work on the environment.

The man is demonstrating the flipped normal polygon shader I researched, which is actually quite elementary. It will form the basis to most of the objects in my film, as I do not have enough polygons to do everything I want with the characters and props. His ear is the most obvious beneficiary of it.

Super Easy Shader Go!

Along with the UV Offset controls and Flipped Normal shaders, I will also be researching other ways to make my film look good while minimising the amount of work the renderer has to do. For example, a fake fresnel shader made with facing ratio hooked to transparency and some kind of colourisation. I’d know how to do it in a game engine, but not Maya, surprisingly!

Progress Update – Posh Man Complete

And unfortunately, 400 polygons over budget – but for a reason. Most of the extraneous mesh is to make deformations more pleasing on the big screen, something I could get away with half the total on a games console.

Update:
Aligator: 100% modelled, 100% UV Mapped, 0% Rigged.
Posh Man: 100% Modelled, 100% UV Mapped, 0% Rigged.

Progress Update: Character Meshes

Now that the animatic has been made, I can start work on the 3D models for the characters.

Since there are two characters within this short, I can spend a lot of time on them. I found out early on that using absolutely authetic methods for creating the characters is unfeasable – in a film you would need a lot cleaner, deformable meshes, so I increased my initial poly count limit from 600 to 800 (not including external “flair” mesh). The current mesh progress is:

Aligator: 100% modelled, 100% UV Mapped, 0% Rigged.
Posh Man: 80% Modelled, 0% UV Mapped, 0% Rigged.

Here are some progress renders:





Mississippi Mud Pie – Rough Animatic

Finally finished the first pass of the animatic, had to go in and actually animate some of the shots to get them to read.

1:51, just under my 2 minute cutoff point. I’m pretty pleased with it.