The final animation,
http://vimeo.com/32562056
Industry Exercises - Josh
Wednesday, 23 November 2011
Tuesday, 22 November 2011
Extra Shots
On thinking we were finishing (and having one of the first relaxing weekends for a LONG time), we had some criticism for a few of the shots, some got sent back to comp, some sent back to the render farm.
We even cut the last shot out, due to bad animation/poor lighting and inserted the following shots.
We even cut the last shot out, due to bad animation/poor lighting and inserted the following shots.
More Animating
These two posts are just what i consider my best animation for the project...and they're still not that great. I really want more time to polish what i do..and would've been able to had i had just TWO roles. *sigh*
Animating
As one of our animators skipped town, and didn't turn up to classes, it was left to Sean and I to animate 19 shots. It was a daunting task, but we were able to animate some block outs and start finessing them. Unfortunately we didn't have the time we wanted to really get the animation looking realistic...which is a real shame. But there was just so much to do.
Wednesday, 26 October 2011
Layout
The only reason I'm posting this is for some of the half decent animation (a few of the cameras).
I thought it would really add to the shot if i animated the cameras fairly closely to what we'll be looking for in a final animation. Some aren't though, and others are edited in post.
I thought it would really add to the shot if i animated the cameras fairly closely to what we'll be looking for in a final animation. Some aren't though, and others are edited in post.
Passes
We learned about multiple passes today, which was ace.
So I can now render multiple passes, within separate render layers and get a huge amount of frames to composite and play with. I think i'll mainly do the Ambient Occlusion and the depth passes. The depth one was really lovely, being able to pull focus in post was just a dream, and without having to up the render settings within maya to avoid getting a grainy effect.
Very chuffed.
So I can now render multiple passes, within separate render layers and get a huge amount of frames to composite and play with. I think i'll mainly do the Ambient Occlusion and the depth passes. The depth one was really lovely, being able to pull focus in post was just a dream, and without having to up the render settings within maya to avoid getting a grainy effect.
Very chuffed.
Sunday, 23 October 2011
Quick Eve Render
Quick rubbish renders of Eve with a single texture pass.
So this is why we might end up using a different map pack for close ups, using the displacements. It looks good from a distance, but the light tricks break down when you get closer.
So this is why we might end up using a different map pack for close ups, using the displacements. It looks good from a distance, but the light tricks break down when you get closer.
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