There are still parts I'd like to change, as some of the animation is a little jumpy, like in the scene where the rovers are leaving the lander. Some of the effects could also use a little work, as I think that the perspective of one of the flames when the second lander enters the scene is a little off. Overall though, I'm pretty pleased with the result, especially after the amount of problems we encountered along the way, as I've highlighted in other blog posts.
Thursday, 26 April 2018
Final Space Animation
I am very proud to say that we completed our space animation. Despite having to remove scenes and edit the script multiple times, we think that this final version still works really well and that we've achieved a pretty high standard
There are still parts I'd like to change, as some of the animation is a little jumpy, like in the scene where the rovers are leaving the lander. Some of the effects could also use a little work, as I think that the perspective of one of the flames when the second lander enters the scene is a little off. Overall though, I'm pretty pleased with the result, especially after the amount of problems we encountered along the way, as I've highlighted in other blog posts.
There are still parts I'd like to change, as some of the animation is a little jumpy, like in the scene where the rovers are leaving the lander. Some of the effects could also use a little work, as I think that the perspective of one of the flames when the second lander enters the scene is a little off. Overall though, I'm pretty pleased with the result, especially after the amount of problems we encountered along the way, as I've highlighted in other blog posts.
Monday, 23 April 2018
Proof of Concept shot
This semester, my animation shot is in a very different style and of a very different character. Because of that, it presented different challenges when making it, but it was good to do that also helps prove that the art style works in this format.
The director instructed me to have the rat waking up and peering up out of the hole of an upturned ship. Here are a couple of videos of my progress to making the final shot. I’m quite happy with the final outcome, although I wish I could have worked more on putting follow through in the ears and in his sway. I also want to put more thought into his arm actions too.
The director instructed me to have the rat waking up and peering up out of the hole of an upturned ship. Here are a couple of videos of my progress to making the final shot. I’m quite happy with the final outcome, although I wish I could have worked more on putting follow through in the ears and in his sway. I also want to put more thought into his arm actions too.
Sunday, 22 April 2018
Now that the story has started to develop more for Sold Out, I have started to create some artwork for the project. As I am acting as producer, I have been keeping the director organised and on track to create all of the things we need for the bible. Our concept art has so far been a team effort, shown below. The lineart was created by someone else, while I have taken the time to colour. I have then passed this on for more shading, so that we can get the best possible outcome.
Here are some turnarounds and expressions I completed for our child character, Kid Li.
And these are backgrounds we’ve been working on. I would have liked to work more into the shading on the noodle stand, but I tried to make the shadows on the ground look as accurate as possible.
Below is some work I've completed for Rat Trap as well, including turnarounds, expressions and poses. If I have time, I would also like to add to the turnarounds and do a view from the back to show how their clothes and tails look. I would also like to work more with the character Scab (green), as I think I've managed to draw him quite well so far, really getting his face shape.
Here are some turnarounds and expressions I completed for our child character, Kid Li.
And these are backgrounds we’ve been working on. I would have liked to work more into the shading on the noodle stand, but I tried to make the shadows on the ground look as accurate as possible.
Below is some work I've completed for Rat Trap as well, including turnarounds, expressions and poses. If I have time, I would also like to add to the turnarounds and do a view from the back to show how their clothes and tails look. I would also like to work more with the character Scab (green), as I think I've managed to draw him quite well so far, really getting his face shape.
Monday, 16 April 2018
EGX Rezzed
This year I had the opportunity to attend EGX Rezzed with the Pocket Pals team, using it as an opportunity to promote the game. Not only did we speak to the public, but we also spoke with developers and game designers, and attended talks about getting into the industry. While it was focused around gaming, I think a lot of this could be applied to animation as well, and therefore it was a worthwhile trip for both education and a bit of fun as well!
Monday, 9 April 2018
Inspiring Animation - Isle of Dogs
I went to go see Isle of Dogs in the cinema recently as a fan of both the animation technique and Wes Anderson, and I was very impressed by the quality of the stop motion. The models of the dogs were fantastic, and you can tell the animators were skilled. I particularly like the attention they paid to the dogs facial expressions, and you could feel their emotions even though they weren't human.
One thing I really appreciated about this film as well was the amount of background they provided for those who were interested. I have watched a number of videos about their animation process and the creation of the movie, and they're all very interesting to see.
Wednesday, 4 April 2018
Updated Concepts
Following my original post of the character art from these scenes, I have now worked on the backgrounds using references I took myself by going to the beech near Falmouth. I was able to use the rock shapes and layouts to plan my compositions, which was quite helpful. I also added some lighting to the characters to make them look like they were actually in the scene, and also added shadows below them. One difficulty I did have was with the sky, as both the director and I didn't want this to be an empty colour, but it was difficult to reference from the artist who influenced the style. I think we managed to do something simple that still works within the image though.
Sunday, 1 April 2018
Space Brief Progress 2
Here I have some more screenshots of the things I've been working on for our Live Brief project. The first image shows one of our large crater scenes, which like the last one, we had to change in order to show the real size of the crater. This meant I had to work a lot with the camera as well as the lighting, and it took a lot of tries to get this right.
In this next screenshot, I completed the first pass animation in this shot. Our original idea was to have this linker with the wide shot above, but as we couldn't get this to look good with our moon texture, we compromised and made them link in seperate shots, which I think still works well.
Below is an example of some of the texturing work I had to do. While we had a team member who was quite good at texturing, we found that these textures weren't transferring correctly between programs, which meant I had to fix the issues we were having. This took extra time, but the outcome wasn't too bad in the end. If I could do it again though, I would learn more about how to use hypershade and things like bump maps and shaders.
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