28 April 2015

Week 33: Lady Sings The Blue

AND SO, now that Going Live is over (freedom feel weird...) it's now time to kick my project back into gear (lol).

I blocked in the next 6 weeks for animation (and this is currently week 2 lol) - and I can definitely see myself still animating atleast until the end of May... maybe into mid June but hopefully not.

So my 3 main areas of focus for the next few weeks obviously are:
  1. Animation
    Sushma was very helpful in assisting me in filming my reference footage. To be honest the main things I needed for this was a walk cycle - which I will be greatly exaggerating and figuring out the best way to make it rather stylised.

    ALSO the really good thing about filming the references is that it alerted me to some of the movements that might be a bit more tricky - like placing the flag in the ground. After acting it out i've found it to be a very unnatural movement, and Yannis has suggested that I make the flag bigger in order to make the movement flow a bit better! So will definitely try this.

    It also showed me that I potentially need to look at a few cartoon references to give the stylised walk and movemements that i'm aiming for

    I'll be playing close attention to these 2 happy sources to make sure i'm producing the best thing that I can and still learning new things (i've yet to touch the Graph Editor... awkward...)




  2. Dance Sequence
    Annoyingly, I won't be around for the mo-cap day, and i've found out that Wendy and Cristina won't be either! It's definitely a blow, BUT I feel like I prepared for this eventuality, and after the experience with GL i'm feeling a lot more confident at the prospect of key framing the whole sequence myself...

    Long, but to be honest i'm looking forward to the challenge, if 2D artists can do it then so can I lol. Again this will be the part that require the most animation time... good luck to me!
  3. Music
    Finally getting a proper handle on this, and some original sound that will be similar in style and sentiment to the music that my animation is based on! I'll now be working with a friend who is a music wizard!

    Fun times all round! 
I've probably posted this before, but hey why not again. This song is great and I am currently painting Billie Holiday.

23 April 2015

Week 32: Nirvana

So i've just had the happy pleasure of watching Brett Morgen's (first) authorised Kurt Cobain documentary - Cobain: Montage of Heck.

I was keen to see it for 2 main reasons - 1. I'm a Nirvana fan (go figure) and 2. It features a lot of animation sequences to visualised Cobain's recorded dialogue and interviews.

The animation is a very cool 2D/3D hybrid by Stefan Nadelman and Hisko Hulsing, and annoyingly I couldn't find any footage of it online (yet), so a few stills will have to suffice!



I'm really really keen to start learning to 2D animate (well) next semester, along side ZBrush, and i'm hoping to get a few test done. There's just something about this animation that I really liked - and I think a lot of this comes from the music or dialogue it was visualising.

I may not have been able to find any of the actual animation, but I did find some of Hulsing's work which is pretty much in the same style as Montage of Heck

 
JUNKYARD - Hisko Hulsing from il Luster on Vimeo.

Lots to learn.

But in the meantime...

This is a work in progress...



and this...

19 April 2015

Many a Matte

Tidying up more lose ends! I have successfully completed all the tasks from my last post and i'm now finalising my Matte Paintings. Once I start animating i'll probably find there there are more changes to make, but taking lessons from GL i've created 3 slightly different versions all in the 2D / comic / The Wolf Among Us / Borderlands style.

I've been looking at some Jonathan Lam tutorials for some extra matte painting insight, but as i'm not going for the realistic style there wasn't a massive amount I could take away from it, buttt I know it'll be useful in future artistic endeavours.  

HOWEVER, there are 2 things I can use now - his tips on importing and animating your matte in After Effects, but even earlier than that - thumbnailing.

To help me grow in confidence when it comes to painting landscapes I know that I need to take it much slower (not just rush in to try and finish he whole thing) and DEFINITELY thumbnail and block out the flat tones of my idea.

Thumbnails!!
This has helped massively in terms of me deciding to make the landscape a bit (not heaps...i'm not that good..YET) more complex, but also establish it's depth and scale! Something my previous matte painting was definitely missing.

OUT WITH THE OLD!! (Old Matte Painting... by old I mean one that I was really happy with a couple of weeks ago.. for shame)
ALSO, now that I know how to use After Effects a bit better - and knowing that I can use and abuse the layer system, I know that I can be a lot more flexible with the placement of mountains - those in the foreground especially (as my character will be emerging from behind them in a couple of shots.)

Landscape 1

Landscape 2a
Landscape 2b
Cave Wall
There's definitely a few colour corrections to be made and I need to finalise the sky, but there's potential for me to do this in After Effects (and try my hand at animating the stars and atmosphere).

I'm also working on one for the 360 shot that I have... I still need to figure this one out... but i'm hungry

17 April 2015

Lines, Lights and Lands of Borders

I've taken the tail end of this week to clean up some loose ends with my project ahead of attempting to kick of some animation next week (or at least reference gathering). Three of these things include:
  1. Finalise my toon line
  2. Create her helmet
  3. Figure out how to attach the shoulder and thigh pad
Now that i'm more Maya literate i've figured out how to get the outline as instructed in the Borderlands style tutorial, which includes duplicating my model, reversing normals etc etc.

Borderlands style Toon Line Test
This is quite a cool method, and the main benefit is that it renders out in Mental Ray - which a toon line won't (i'd have to render it on a separate layer using Maya's renderer - still need to test this). 

Major downside (I think atleast) is the extra poly count AND the fact that this duplicate needs to be skinned and weighted - if I was just posing her that would be fine, but I can see this potentially causing issues when shes moving - dancing especially. I can see the outline sometimes not staying where it needs to be and popping around. Which I trust the toon line won't - so long as it renders fine.

Maya's Toon Line
So after this brief investigation of both methods, I initially thought i'd go with the toon lines but i'm actually learning a lot more towards the borderlands style outline. I've just copied over the skin weights, and so far all seems well with the exception of her shoulders - bit i'm going to play with these weights a bit more.

SO the gloves, shoulder-pads and thigh-pads...

When I was modelling her Sean had initially warned me that the geometries would most likely intercept each other when they moved, but I don't think I fully understood what he meant, and I think I was more than naive in thinking I could work my way round it... so i've FINALLY decided to bite the bullet and paint these assets onto her suit.


To be honest was quite quick to do and i'm happy with the results. For the thigh pads I might raise a few verticies on the main model just so they puff out a bit more. I'll probably do the same for the shoulders too as there just doesn't seem to be a way round it.

________

Also in life today we had a short rendering / touch up lighting class with Sean. A lot of this stuff I picked up from Amit for GL, but some of it was new stuff they I need to delve a little deeper into.



So far going into my final project I know that my weak spot is lighting. I didn't get the chance to play around with this during GL so i'm going to give myself a mini crash course in the next couple of weeks.

Until then, the Manics will help my re-texture away my jumping the gun shame.

15 April 2015

Week 31: Space, Stars and Suspicious Quinoa...

So, in-between inhaling suspicious amounts of quinoa, i've been having a little think about setting up my project scenes etc etc. I've been trying to take as much info/experience as possible from our Going Live project so I can apply it to this one.

And one of the key things i've learned is how not to do certain things (like overloading scenes when things don't need to be in there), and most importantly due to time (and being only one person), I need to cheat where I can - especially when my laptops health depends on it.

So back to the matter of my scenery - i've been in a rush to dress everything etc like we did with GL, but it just doesn't look right with the matte and floor - so after consulting things like Contre temps and The Wolf Among Us again - and like properly analysing, i've realised that I can do a hell of a lot more 2D than i'd initially realised.



With the way that some of my scenes are shot and the camera angles, I can easily get away with having these as Matte Paintings.



I think that this will also help me achieve 3 main things:

  1. Getting better / more confident at landscapes / matte paintings
  2. Cut down rendering time (as i'll just be rendering the camera movements)
  3. Weave in more of a comic style
I'm actually really excited about the prospect of this because I really really want develop my environment skills and have a strong 2D element as part of my end product. Really really hoping I can pull this off.

I'll also probably have to tweak a few of my textures as a result, but I feel a lot more confident about that now. I'm still going to set up my camera's in preparation and establish their initial movements

Also, after gaining some more sanity i've once again managed to crop down my shot list, taking myself from 19 to 14 (potentially 13). So lots and lots of painting for me this weekend with the help of Mr Stevie Wonder.

12 April 2015

Matters of Learning, Matte Painting and Matt Murdock

Haaaa finally finished my first ever matte painting! I'm usually adverse to landscapes, but this more a lot more enjoyable than I thought it would be.

I've picked up some really useful Photoshop tips from people this year and definitely grown in art skill, which has given me the confidence to try new art things. This being one of them. Huzzah.

As I move into animation, i'll probably find that I need to make a few tweaks here and there, but at the moment i'm really happy with it, and think it fits in we'll with the 2D / Borderlands-esque style i'm going for.



I thought it would be a good idea to quickly comp it in with one of the many selfie renders i've done to make sure it doesn't clash with my model!


Need to give the landscape/matte a bit more colour so she stands out more against it me thinks. Will also definitely need to tweak the sky - her face is blending into it too much. And stars! How could I forget the stars...


Now, on the personal art side, i'm keeping up with my weekly anatomy sessions - learning and re-learning, and attempting to put this stuff into practice - especially for my warm up sessions... which are obviously now Daredevil influenced.

Also gives the opportunity to evade my portrait comfort-zone


Until I eventually go back to it (for fun)

A Daredevil work in progress

No doubt there will be more Matt Murdock madness to come... ack

11 April 2015

Bumps, Maps, Bump Mapping

From Displacements to bumps! More experimentation, and after doing a bit more research i'm definitely thinking that a slight bump map is the way to.

I considered cheating it slightly and just creating a bump from Nasa lunar images which created some interesting results... I tried some more extreme and then subtle values by tweaking the colour balances.

Nasa lunar image

I'm both intrigued and scared by these results hahah, but to be honest it's good that I tested it because it told me that I definitely needed to re-look at how I approach this. Most importantly doing it that way would not fit in with the style i'm attempting as it needs to look a lot more 2D. Sooo Photoshop it is!

I've been busying myself with painting a 2D diffuse map for the surface, and i'm rather happy with the results - and like the body i've added lines to it. I've made the craters in separate layers and want to use this for a slight bump map so I atleast get the appearance of a dip.

my high res 4k displacement map and stuff.
Here are the result again with a slight and more extreme bump. Again to fit in with the style it definitely needs to be more subtle, and I think I need to play around with the values a bit more to finalise the look.




Next step will be to test this out with my character on the surface. I'll also add a few of the rocks and see how it looks as well as the matte painting. Fingers crossed they'll also go well together.

More Daredevil distractions.

ALSO came across this cool animation. I think it might be helpful in terms of how I want to stylise my movements.

10 April 2015

Peanut, Clint and Ritchie's Unnamed Rabbit

So after weeks of intrigue and a bit of deliberation, I have asked Ritchie if I can assist him on his project! I think is research topic is really really interesting, and after getting to know more about it from the presentations I decide that it was really something that I wanted to help with, and i'm happy he's accepted me haha.

I've been trying to keep my plate pretty limited, as i'm pretty much a 1 man team, but working on Going Live has taught me 3 key things:

  1. I work quicker and more efficiently when I've got more on my plate
  2. I learn so much from other people and love working in a healthy happy group
  3. As in life - HUMAN CONTACT is very important in animation - especially 3D, because Maya can drive a person insane when its not playing ball
Still lots of catch up on for his project, but so far.

To celebrate the weekend, the new project and all the work I still have to do, I will be binging on the new Daredevil Netflix series, and probably drawing Matt Murdoc.

9 April 2015

Terrains, Tones and The Tunes of Billie Holiday

I've started to get all my files in order for my project scenes etc - I want to have all the scenes set by the end of next week, and i've realised that in order to do that I need to take a few steps back. 

One of the things i've definitely learnt from going live is that when it comes to this animation business you definitely need to walk (crawl, etc) before you even attempt to jog or run. In other words I need to not get ahead of myself, and make sure that all my ground work has been laid, and actually plan my method of attack instead of just diving in!

So I've kind of gone back to pre-production for my environment, I need to make sure that I get the layout right and textured so I can set my scenes properly. I'll most likely have a couple of different sets - the outside and the cave.

I also want to make sure that I don't have anything more than is needed in my scenes - as not doing this for GL has made our files really really laggy and a but messy with all the different references floating around!

I'll probably reference in scenes - but there will most likely be times where I import directly. I'll also have a couple of different versions of my model - one with things like the flag already constrained in her hand.

SO getting back to the designs - i'm still going Borderlands-esque style and so i've done a bit of research / Borderlands stalking to see if they did anything different to their landscapes than their models. The style is pretty much the same, but I think it'll also require a bit more on my part by way of painterly skill! Especially for the rocks.





I'm pretty such that these are 3D with 2D textures and i'm looking to do the same thing, although it has made me rethink my matte painting - which I aim to redo this weekend.

I'll probably use Bump and or Displacement maps for the cave and general terrain and then add the colour diffuse...soooo did a couple of quick tests to see what could be achieved.






Will definitely be going for a more subtle look as I want the 2D texture to do all the talking - I think that if it's too dramatic it will clash with my model and assets.

So will hopefully have this nailed by this weekend, meaning I an actually dedicate time to properly setting my scenes and cameras.

HUZZAH.

Radiohead will guide my journey to terrain salvation.

6 April 2015

Week 30: Schedules, Shots and Scenes

Good times good times indeed.

I've FINALLY gotten round to setting up my shot/scene list (based on the template Kaitlin pulled together for Going Live) and rejigging my schedule. Going live has helped me make it A LOT my realistic.



The aim for the next 2 weeks is to start setting and dressing my scenes - I know i'll still be tweaking this all along the way, but i've got a good few weeks before any rendering starts to make those final decisions.


I've given myself 6 weeks to animate - i'm thinking that it's not going to take me this long - but I also factored in time for clean ups, (redo's if needed) and time for learning / testing out a few things! I've also given myself 2 weeks for compositing... this my not be s realistic as i've got lots to learn about it!! But i'm hoping that as we heading this for Going Live i'll pick up all the things I need. Although i'll probably need a bit more time if i'm using Nuke.

Gonna be really strict with myself and make sure I stick to this new schedule as much as possible so I make sure I hit the ground running as soon as GL is done.
I now have this hanging above my laptop as a helpful reminder.


I also have the gin ready.

UPDATE
Totally unrelated to this final project (soz), but after an (un)healthy dose of Stevie Wonder and peanut butter, I am in the ZONE.

Melinda May progress - all the flat tones laid down for my base


5 April 2015

Scapula, Sorcery and S.H.I.E.L.D

Ha! Well I managed to achieve some of this weeks plans like quick tests - but DeeCon prep and Going Live has robbed me of other time!

Speaking of DeeCon, it was great, been to conventions before, but this was my first time actually selling which was fun! And I actually made quite a bit of money which I didn't really expect!! Natasha is a proper little Del-Boy haha and has definitely taught me to value my work and not downplay it! (i'm crap as asking for money).

Del Boy in all her glory, luring in the customers

All our joy at pimping out our goods
 So getting back to work life, although I have launched into topping up my anatomy skills - I think i've been getting a bit rusty, and ahead of animating I want to make sure i'm getting all my movements / follow through's etc correct so that means I get to spend extra fun time studying metacarpals, scapula's and all that boney lark =D



SO with that in mind, plan for next week is to rejig my time line and official start setting up my scenes! I also need to decide on the setting i'll use for the toon line - although I still want to test to see if there are other ways of creating a outline (which would mean I can avoid rending the line out separately)

ALSO Amit taught me how to set up render passes properly so I also want to get my head stuff in it properly.

FINALLY. I would like to take this brief moment to exercise my right to fan girl.
This is my WIP portrait of Agent of S.H.I.E.L.D's Agent 33 / Melinda May being retweeted by Melinda May herself Ming-Na Wen.
Oprah tears.

1 April 2015

Dee-Con, Drawing and Distractions

So, as well as attempting to pimp out a comic at Dee-Con, i'll also be attempting to flog some good old fashioned fan art - which usually makes good con-fodder.

It's been a nice thing to do break up all the 3Dness, and has also given me a chance to start working on my colouring and colour style. I'm still trying to figure it it - I know it's not rocket science, but i've found it to be quite an adjustment to make from my usual portrait painting style. This year has been the first time i've really tried to hone in on it an practice stuff.

It's also given me chance to delve a bit deeper into Photoshop and use tools and filters that I never normally would use. I've also been learning more about resolutions etc for print courtesy of Yannis and Cristina, which will be really really helpful for my own commissions too.

Finally got round to finishing Gamora today (really happy with this one) and Korra last night/4am.




Huzzah. Still lots of stuff I wanna try and do - like I really want to get out of the habit of cell(ish) shading, and try something that plays more with the brush style that I like.

But for now i'm happy.... and i'm slower than ever when it comes to inking/lineart D=