Sunday, 6 May 2018

CT6MAJAN - Music and editing

May 06, 2018 Posted by Unknown No comments
University of Portsmouth - Animation Yr. 3 - Major Project Animation




The post production stage has changed the feel of the movie a lot, in a good way. Initially, after putting my renders together for the first time, I noticed that there were more inconsistencies than I thought there would be (some actions were not matching, the spatial positioning of the characters was slightly off etc.). Because of that, I used quite a few tricks to achieve a believable and readable movie: camera shake, fading transitions, flashes of light and creative sound design. 

The sound plays an indispensable role in this film. I have previously mentioned that I decided to use a temp song (Guitar Guy's songs from Mad Max Fury Road) to get my overall feel and timing for the movie. I have collaborated with a student from the sound engineering course (Robert Moisuc), and asked him to use the temp song as reference and create a similar piece for my movie (which worked great).

As for the other sound effects, they have come from different places, like games, sound packs and videos. Because everything was taking place inside a tunnel, I had to modify the sounds in Audacity, add Echo and Reverb and play with the levels. In some instances, I did my own Foley. The voice of the scientist, the character's movement and some other sounds are my own performances, which have then edited to fit the film. For the voice acting, I actually used a real, old, gas mask that I own, which gave me the realistic-sounding breathing and distortion of the speech. The clip has then been taken into Audacity, where I changed the pitch, to make my voice sound more feminine. 

The following videos show the first version of the film, without any post production work and the final edit. 



CT6MAJAN - Animation

May 06, 2018 Posted by Unknown No comments
University of Portsmouth - Animation Yr. 3 - Major Project Animation



Having 3 characters on the screen, almost at all times, was obviously going to be challenging to animate. In order to simplify my work, I used a lot of cycles. The variation of their movements has been achieved with animation layers. 

Many of my references included Youtube videos and tutorials, my own performance in the mirror and reference pose sheets and filmed footage, for the run cycles. 

The final scenes mostly followed the animatic, with only a few exceptions (extra scenes, different camera angles etc.)










While animating, I realized that my rig wasn't complex enough and because of that it was limiting my animation (the hips could not rotate independently, the palm rotation was not blended with the forearm, the shoulders were quite stiff etc.). I did manage to manually compensate for some of those issues, and counteranimate some of the movements, but they are still far from perfect. I also played around with different camera angles and lighting setups in order to make those mistakes less apparent..

Saturday, 5 May 2018

CT6MAJAN - Environments

May 05, 2018 Posted by Unknown No comments
University of Portsmouth - Animation Yr. 3 - Major Project Animation


Since the previous iteration of the film, the backgrounds have suffered the most changes. The action happens inside an implied military research facility. The aesthetics, on the other hand, are still deeply rooted in the previous idea: the concept of a dark environment, only lit by the headlamps and red (warning) lights.  The confined, tubular structure of the compound also helped with the storytelling: the movie has become more linear, both spatially and story-wise, making the position of the characters in space clear to the audience, at all times. 

The shape of the tunnels and the props inside them have been inspired by some of the following photos from Google:






Some of the main elements that have been taken from these photos are the semicircular shapes of the walls, arched beams, textures, pipes and cabling system and the shape of the entrance of the bunker. 

Even from the beginning I planned to make the background from modular pieces. There are two reasons behind this decision: 1) I could reuse most of them as needed 2) Wanted to approach this project with a game artist mindset, as this is one of the fields that I am very interested in at the moment. 
In the end, I ended up with only two different backgrounds for the whole movie, which have been modified accordingly for each shot. 










Since multiple objects were going to use the same materials, like the walls, ground, metal pipes etc., I realized that I was going to need tileable/seamless textures. In order to achieve them, I tried 2 methods. The first one involved using Mudbox and painting and sculpting on a 'Tiling plane' and then extracting the diffuse and normal maps. The second method involved using the offset filter in Photoshop and then using Crazybump to bake the normal maps. Both methods worked great, and returned similar results; the second method proved to be much faster, though less customizable. 




As mentioned in a previous post, some of the scenes make use of smoke. The effect was achieved by using some smoke cards that I have previously made in After Effects. Initially, the plan was to used these smoke cards in 3D space and render them with Arnold. After rendering a few scenes, I decided to not use them anymore, as they were exponentially increasing my render times (note: Looking back, I think the biggest impact was caused by the ray tracing, since the transparency was so complicated. Maybe I could have turned the ray tracing off altogether). 


As lighting goes, before deciding to do this the 'hard-way', I tried to make an art test, in which the lights of the head lamps were added in After Effects.


The initial result was promising, but then I realized it only looked good because it was a static image. It didn't take long to rule out this method, considering the range of motion that the characters were going to have and the necessary masking that was going to follow. The manual labor time would have increased, and the results would have also been worse than using 'atmosphere volumes'. 

In the beginning I have also used the standard lights in Maya, achieving decent results. At the recommendation of a friend, I researched the Photometric lights and implemented them in my project, towards the end of the production. Since I didn't want to create a discrepancy between the shots, I have added them in places where the impact wouldn't have been that noticeable (like the flashlight inside the storage room).

The following image proves the difference between the lights: (from the left: point light, spot light, Photometric lights). The IES Light profiles have been downloaded from http://www.derekjenson.com/3d-blog/ies-light-profiles 


Rendered frames (beauty passes): 





The rendered frames include various passes, but which will not be used for the hand-in due to the time limit. I am planning, though, to make heavy use of the Z-Depth to create focal points and the ID pass, to add smoke effects behind the characters. 

CT6MAJAN - Characters & Props

May 05, 2018 Posted by Unknown No comments
University of Portsmouth - Animation Yr. 3 - Major Project Animation




CHARACTERS:
The 3D models of the characters are generally based on the concepts that I have previously made. 

The first model that I began making was the one of the scientist. I have used a 3D turnaround of a character from H1Z1 as reference for the proportions. I chose to use this one in particular because the character is both realistic and slightly stylized at the same time. 


The following images present the modelling progression:




To save some production time, I reused this model as a base for the soldier. Since they belonged to the same faction, it was not a problem if they had some similarities, design-wise. Even though the similarities are obvious (helmet, hazmat suit, gloves), each character can be easily distinguished because of the different silhouettes, and heavily militarized equipment of the soldier. 





Both models have been modeled in Maya and textured in Mudbox. Since I didn't plan to use any bump, normal or displacement maps on the characters, I baked in some lighting into the diffuse map. 

Initially I was planning to have a lot of performance which made use of the character's faces. Again, I have modeled the head of the scientist, which I later reused to make the one of the soldier. 



The rigging process has been fairly straight forward. Both meshes received the same rig, but had to be paint-weighted differently. A BSc student, Mirela, helped me make some customized controls for the fingers. This proved to be a really helpful feature, as I had to do a great deal of posing for the soldiers, who were holding guns.



An easy way to get the desired movement, without having to animate both hands, was to constrain the left hand and the gun, to the right hand. This allowed them to move simultaneously and without any undesired sliding, especially while aiming and running.

Even though the monster is the 'big reveal' of the movie, I decided to make it simple, as it doesn't have a lot of screen time. The design has been influenced by its functionality, by it's power to control humans. Therefore, the monster is basically a mutant brain with tentacles. In many ways, it has been influenced by the 'facehuggers' from Alien and 'headcrabs' from Half Life. 



Again, since the monster wasn't going to be a central piece for the movie, I have rigged it hastily, just enough to get the desired motion out of it. 

WEAPON:

The weapon that the soldiers are using has been inspired by the Russian-made Saiga-12, automatic shotgun. I chose it to be a shotgun, since the soldiers were going to fight in a close quarters environment.

The design was based on various modernized versions of the platform. 


In order to better understand the intricate shapes of the gun, I borrowed an airsoft replica of an AK-74 from a friend, which helped me model the receiver, dust cover and many other parts.



PORTFOLIO PRESENTATION:




SKETCHFAB FILES: