‘Infinite Gallery’ – Final Environment
Grads in Games Search for a star. Page 8: Final Environment. Showreel/ Trailer Sequence for Infinite Gallery. Posters/ Thumnail Shots Final Shots Presentation/ PDF Document
Grads in Games Search for a star. Page 8: Final Environment. Showreel/ Trailer Sequence for Infinite Gallery. Posters/ Thumnail Shots Final Shots Presentation/ PDF Document
Grads in Games Search for a star. Page 7: Lighting and Post-processing in Unreal Engine. Material Set ups Glass Wall Material Set Up: Opacity setting is alpha sample type. Wood Material Set Up: Wood Material Set Up: The rest of the material sets look like figure 3. With a mixed map, I simply wanted to …
‘Infinite Gallery’ – Lighting and Post Processing Read More »
Grads in Games Search for a star. Page 6: Texturing in Substance Painter. I completed all of my texturing in Substance Painter. First, I thought about how I would assign materials to the texture layers onto different parts of the model. I thought about using ID maps. Assigning material Tests ID Map I used the …
Grads in Games Search for a star. Page 5: Uvs in Maya. Rope UV When UV mapping, like I said I wanted to ensure that the pattern matches and curls even if in the shape that it is in. This is what I had in mind, see figure 1. Though as you can see with …
Grads in Games Search for a star. Page 4: Modelling in Maya. Initial Notes Modelling tip: every angle under 30 degrees gets smoothed. Anything over that doesn’t need subdividing. High poly Model Checklist: Low Poly Model Checklist: Starting to Model I will be using the SubD modelling technique from high poly to low poly, where …
Grads in Games Search for a star. Page 3: Blocking stage, composition and preliminary lighting in Unreal Engine 5. Importing into Unreal I have now transferred the assets into Unreal Engine 5, and am assessing the composition and quality of the models. In figure 1, the two panelled glass wall has some irregularities on the …
‘Infinite Gallery’ – Blocking Preliminary Lighting Read More »
Grads in Games Search for a star. Page 2: Blocking and Composition. Blocking In Maya The following posts will include my notes and screenshots development through each stage. My process and thoughts should be clear since I made notes as I went along. Dimensional Accuracy I will be using measuring tools to ensure that I …
Grads in Games Search for a star. Page 1: Concept and Planning. Initial Outline What? – Brief This project is for the Games in Grads ‘Search for a Star’ Competition. The environment art brief states that I must create a 3D environment, rendered in Unreal Engine. My submission must conform to one of the themes …
Grads in Games Search for a star. Page 0: Changed Concept. WHAT? Originally, I had designed a slightly different environment. By this, I mean the infinite mirror and staircase remained the same, though the themed setting was different. The building style would be a town hall, being used as an emergency medical station for a …
Project Poster Still Rendered Frames of Work-in Progress Rendering Issues I have had a great deal of trouble with rendering out my Maya animation project. Even though I started testing the rendering process more than a month in advance, in anticipation of problems, I was not able to render everything in time dur to the …
Final Animation Link: Rendered Version Play Blast Version Show Reel/ Portfolio of work: Blog Project Category Links: 1. Everything- FMP Catagory: https://mafmpthesis.myblog.arts.ac.uk/category/fmp/ 2. Preproduction: https://mafmpthesis.myblog.arts.ac.uk/category/fmp/preproduction/ 3. Production: https://mafmpthesis.myblog.arts.ac.uk/category/fmp/production/ Weekly Blog Posts: Critical Appraisal My Final Major Project Concept Summary Firstly, my final major project explored the state of mind of an elderly person in mourning. …
Final Animation – ‘Graham’ – Ma 3D Computer Animation FMP Read More »
This blog posts consists of the lighting tests for the scene.I have implimented professional light tutorials to apply realistic looking lighting. Render 1 Initial look at the scene. Light Render 2 Initial testing of arrangement and lighting while completing the tutorial. I found that adaptive sampling increases render time drastically, however the area of the …
Within this post I will talk about the video “animation play blast part 2” video, see figure 1. This include a few play blasts from each shot that show progress with the main animation process, and tests, that I made. The final look of these shots can be seen on the submission page- in the …
Through my animatic and story design, it is clear that there are essential elements necessary to be added in order to complete the story. In addition to this, it is also essential in order to portray the Kuleshov Effect style of contextualised content intercut with the character. These include@ Symbology of couple imagery: A couple …
Within this weeks post I will be discussing figure 1’s animation progress with play blast videos. Go to the submission page to see the final more refined versions of these animations. This is a content list from figure 1, I will analyse it chronological based on order of content: “Ah” and throwing the umbrella Close …
The style of animation that I performed initially was closer to rotoscoping techniques rather than counting frames per walk cycle. By this I mean that I implemented the timing of the reference footage. However, for most animation shots, I changed this to traditional pose-to-pose, to achieve technically accurate results. Weight in Movement Throughout my animating, …
Based on instruction derived from research, it seems that completing at least the base of the lip sync should be done first, before the body. This is due to the body’s constant movement, which will make completing the lip sync animation more difficult. I learned about and implemented Animation Layers into my workflow. This allowed …
The animation tests that I intend to practice, which I did not cover in the previsualisation, include the following: The umbrella drop using dynamics The prop, held by the character, will be hidden when he lets go of it. Then a duplicate will be made visible with gravity rigid bodies and passive colliders applied. The …
This week I will be refining the environment model including lighting. I will be building upon the environment that I have made for the previsualisation. This will form the base of the environment. I have a very limited amount of time for this, considering how I had intended to start animating by now. According to …
Rigging the Face I will be rigging this week, ideally in a few days or less, so that I can have time for catch up with my environment set-up. A tool that will be implemented to ensure this process goes smoothly and quickly is Advanced Skeleton for the face and body. I will use quick …