Wednesday, 30 December 2009
Bits N Bobs
Bum refining...
Sleeve addition...
Sole addition...
theres more i'll upload later.........
Tuesday, 29 December 2009
Unproductive
Tommorow serious shits going down though.
Wednesday, 23 December 2009
Update
Thursday, 17 December 2009
Tongue Thursday
I got a bit bored of trying to get the mouth to work properly so I went on to model the tongue and apply deforemers and blends to it. Thankfully that was alot easier....
A good day all in all....
Tuesday, 15 December 2009
Mouthy
XMAS is Cancelled
-Grigs: Room bock out, Jed texture tests, Room texture tests
- Alec: Life Support Machine Model complete (pipes n all), Texture tests, Bed or Plug model blockout
- Spencer: Wall texture tests, Tile texture tests, any extra models
- Simon: Machine textures, objects textures, skin textures (important)
Monday, 30 November 2009
Term 1 - End
I haven't been updating this thing in the last couple of weeks because mad amounts of work had to be done. I think the last time I blogged was the weekend before the final week, and so much has happpened since...
The team was working overtime to try and meet the 2nd pitch deadline (23rd Nov), in which we had to present all our pre-production work as well as a finished animatic. Meeting this deadline required everyone to pull their wieght and get on with the jobs I had dished out....
I gave Alec the task of producing the animatic frames in flash earlier in the term simply because I had been experimenting myself and realised the potential the program had. After creating a few rough drafts we decided to go ahead with a fully coloured and partly animated version, and so he set off with my drawings to reference from.
Grigsby was given the job of gathering sound fx for the animatic. He spent alot of time searching the sound fx hard drive, the internet, as well as recording a few himself. This was mighty handy and enabled us to build up a library of sounds ready for the final editing.
Simon willingly agreed to put together our presentation slides, making sure everyones work was included as well as hitting all of the brief criteria. He had to pester people for all their work and organise all of our public folder material ready for the slides. It was not the most creative of tasks but a vital one. Everything had to be branded up, layed out, and condensed into something like 18 slides. He also nailed budgeting for us.
Phil was still bashing out his animatic which I have to say had fallen miles behind due to serious amounts of story changes. He definately wasn't going anywhere near P.O. It wasn't nice to see him have to start all over again so late in the day, and I felt like a right knob at times because the team seemed to be doing so well with P.O. It was no ones fault, but because the story wasnt decided no one could really help with the animatic until Brooks had made a decision. Unfortunately it was never really resolved and he only managed to get the prologue and beginning finalized - which was beautiful and left everyone wanting more. As far as I know he is going to produce the final animatic over christmas.
Spence had been working heavily on Whaked at the time and so sat out the animatic process, but he still popped in every now and then to check progress.
That left me to produce all of the other work needed by the deadline such as contracts, a script, pose sheets, ending thumbnails, and more importantly music. Whilst over seeing the animatic I realised it would be a hell of a lot easier if we had the final music composed now rather than in term 3, as it would allow us to time our jokes to the beat and gain a better understanding of Jeds rythm and cutting pace. I had two meetings with a good friend of mine named John Solly, who has produced beats and sound fx for me in the past. He was more than happy to get involved and so I explained what we needed....
Jeds headphone music - It must open to the beat of Billy Jean, with a funky retro feel. We wanted a similar sound to that of the Bee Gees and saturday night fever. He suggested drums and trumpets would capture that 70's movement. I reminded him that it needed to increase in tempo throughout, lasting approximately 2 minutes, and finsihing with a big climax. I also explained the characteristics of Jed, as well as the story to help him gain an understanding of the whole situation and the emotion the beat should provoke. I also said if any Bee Gee vocals could be sampled towards the end that would be great. He got to work straight away.
So with 7 people all working at once I thought we had it in the bag....
However, time was against us and essays loomed. We were constantly knocked back behind schedule because of lectures and other units getting in the way. Eventually I had to jump on board with Alec and help him draw the animatic frames as well as gather the remaining sound fx because Grigs had to help out with Splay.
The college peed us right off with its lack of Adobe Premier liscences, as we were only able to find 2 machines with it installed. We were lucky enough to nab them for a few days and came ever so close to finshing on the friday before the pitch. At 7.00pm we were kicked out with one scene missing from the animatic - the crucial plug scene. Unfortunately me and Als had to meet up the following day to work on it over the weekend, along with several magners and a pizza.
To cut a long story short, we just about made it - it was exported Sunday night ready for the morning. John had given us the 2nd draft of the music just in time and simon had finsihed the presentation. That left us half an hour on Monday morning to practice.
The pitch went really really well, with a great response to the animatic. We were so nervous about people not laughing, or not getting the joke but it was the total opposite. I am confident the story is ready now, and pre production is officialy over. As soon as all of our Kieron essays are finsihed we aim to begin production right away and hopefully meet up over xmas. The goal is to have both characters and the basic room modelled for when we come back, along with texture tests. The characters simply have to be rigged in the first 2-3 weeks or we will fail.
I'm so proud of my team this term, and although we didnt meet our deadlines we have achieved a working story with successful designs - which is the main thing. Below is the final animatic in all its glory.....
Friday, 13 November 2009
Poster Designs
Pose Sheets
I will post up a dance moodboard at some point next week which will include all of my reference images.
Wednesday, 11 November 2009
Admin
Tuesday, 10 November 2009
ENDING POSE SORTED.
Whilst helping Alec with the animatic today I had a flashback from a film called "Risky Business". At one point during the film Tom Cruise slides into frame before bursting out into dance. After looking at it again on youtube it hit me that Jeds final dance pose could be just this. The floor would be shiny and clean by the end, meaning he could simply slide in and turn off his floor polisher with ultimate coolness. I can imagine this shot perfectly now, whereas before I was undecided on how he would come to a standstill. Ed will die in the bed from a side on angle leaving the frame perfectly set for Jed to slide in bedside.
Friday, 6 November 2009
Headbanging Tests
Thursday, 5 November 2009
Collar issues
Wednesday, 4 November 2009
More Modelling Man
I also made progress on the hands, adding extra digits and shaping the thumb and palm more. Work still needs to be done on the knuckles and overall shape however.
The feet were the simplest and fastest thing to model, yet I feel they look the best! I kncoked em out in a minute, which leads me to believe maybe they need more work? A heel, shoe rim, worn detail? Or maybe I'm not taking Jareds well remembered advice from Bare Bear...
"So what if it took you five minutes? A race car driver doesn't pass the finish line and decide to do another lap! You won, stop worrying about how fast you did it!"
I then added more detail to the fro, legs and bum - however as Alec keeps reitterating - the bum needs more more roundness, a fuller chunkier arse. I agree. Enough for one day though.
Tuesday, 3 November 2009
Production?!
Imported the front, back and side drawings into maya as image planes and began working on the basic shapes. Alec and I hummed and arred on the decision to model in metres, however we decided to go with it as it is industry standard after all. So far I have only managed to get the body, arm and section of the hand mapped out, but a good start!
Monday, 2 November 2009
Sunday, 1 November 2009
'Nailing' Thumbnailing
Alec, Grigsby and myself have spent a tremendous amount of time the last few days downstairs in the old BA area reworking the story. On the whole it was ok, but the beginning didnt allow the audience to breathe and absorb the calmness of the room. It started with fast cutting and too much action - this was not good. To resolve this, we added a couple more establishing shots, and extended the duration of exisiting frames. The beginning now has a much more subtle, calm before the storm feel - perfect.
The Jed reveal shot was lovely, it really was. A nice big pan up the character, from polisher to face. HOWEVER - it had zero personality! There was no build up, anitcipation, excitment, funky freshness. It was a camera on a pivot, revealing him immediately - Nah mate. We reworked that whole section and have settled upon something alot more creative. I must hand it to Grigs because the new version was his idea, and he had been saying we needed it from the beginning. Jed is now introduced using a clever arrangment of cuts, to show hands clicking, feet tapping, polisher revving, headphones beating, bum shaking - all of which will be timed to a beat. Alec suggested I take a look at the Madagascar 2 trailer, in which they reveal the characters in this very same way....
The two following gags - the mirror and bed scoot were actually working quite well, so we left well alone tweaking only timing.
After the aerial shot however, things went pear shaped - bigtime. We had no idea where to go next - how does Jed get to his final pose? How do we build pace? do we slap in a moonwalk? do we slap in a monatge? does he scream more? or does he die more? whats Jed doing? Arghhhh! The questions were endless, and could only be answered through hard work and choreographing. We stayed to late thrsday and friday, working into the night, trying our hardest to solve the issue. We knew how the story ended, with the machine coming back to life, Jed leaving, and Ed reviving, yet we still hadnt even thumbnailed it.
To coclude, we still havent progressed much further than the aerial shot. We left on friday having thumbed out a really nice scream section - Ed inhales, screams, the camera zooms out to reveal Jed doing soemthing stupid, zooms back, repeat twice. After the 3rd scream we attempted a fast montage but it just didnt feel the right time for it. We alos thumbed out some of the ending, after Ed dies which wasnt difficult thankfully!
Considering Pixar took 3 of the 5 years it took to make UP just getting story right, I think we're right to be spending this long.
Wednesday, 28 October 2009
Jed Character Sheet
So with storyboarding a main issue at the moment, I decided to take a break from it and complete his request. I spent a morning sketching out the 3 different views on A2, making sure that proportions were correct from each angle. I also had to check with a ruler that eyelines, waistlines, necklines etc. all matched up.
I then spent the afternoon and the following day cleaning it up and colouring it in using PS. I used one of grigs' wall texture tests as a backdrop to give me an indication of how well Jed would stand out in the ward. This turned out to be a valuable excercise as we all agreed immediately the colour schemes didnt work together. I had to desaturate and tone down the original wall colour as his skin was blending into the background way too much. The wall is now more of a murky, pale grey colour, with a hint of turqouise, rather than the striking baby blue beforehand.
I also had some issues with the placement of the afro from the side. In the past I had drawn it protruding from his forehead, but in reality the fro would be covering his eyes if this was the case. It was simple to solve, I just had to move it up, so it began where his head finished! Feet were quite hard, because from front on they looked like small triangles rather than long curled flippers. I angled them slighlty to achieve a more satisfying design, however when modelled and rigged they will have to be poiting directly forward (sarah!).
Name Badge
Friday, 23 October 2009
Flashin it larger
An update on yesterdays post - managed to draw some more frames today and fiddle with the timing slighty. The more I progress with this file the more I worry, is the story right? are the camera angles correct? Is there any rythm? Is the pace increasing? I dont feel like we have a working momentum at the moment and unfortunately may have to go back to the drawing board at such a late stage in the game.
Thursday, 22 October 2009
Flashin it large
The team have urged me to make a start on the time test for our film. In short, I needed to trasfer our thumbnails into flash frame drawings and whack em on a timeline. The purpose of this is to gain an idea of timing, rythm, and comic appeal. I have never used flash before, so Al's had to spend a while giving me the low down and explaing the basic tools. After a day I achieved the first couple of scenes . . .
This is by no means the final animatic, as quality is poor, shots aren't final and sound is absent. However I really enjoyed learning the program, and was shocked at the speed and efficiency of storyboarding within it. I am now seriosuly considering porducing the final animatic as a flash animation rather than a hand drawn premiere sequence.
Wednesday, 21 October 2009
Funky Phones
Tuesday, 20 October 2009
Hmmmm
We had a dissertation session this morning which was kind of helpful, but I would have much rather of been getting on with work for P.O. I then sat down in the afternoon to design what I felt was a very important prop for the film - the headphones. The others disagreed, blasting it as a waste of time and unessasary. I understand where the guys are coming from, as I am technically behind schedule with thumbnailing, but I am ahead on other things such as modelling and story. Anyway I disagreed as I want to build my pre production folder and make sure every last detail is planned for the modelling stage. I dont want to say to someone - "go model the headphones" in 2 months time and get "what do they look like?" as a reply. I feel like things are being slightly rushed, and I know for a fact it can come back to bite you later on.
After a few sketches I gave up as I was just too tired, as were the rest of the team. We decided to call it an early day.
This evening I felt guilty, and so after a rest I decided to try again. My first aim was to research the damn things. I needed to know how they fit together, the way the plastics molded, where the screws are, how the headband attaches, the texture of the muff, etc. The best way to do this is to gather a number of different styles and designs and produce a moodboard for reference...
I also remembered these sweet adverts made by a company called Candylab who I used to do some work experience with...
They were made for nokia and are beautifull modelled, lit and textured. I want to aim for the same level of quality, but obviously with a much much more simple design!
I then set about designing loads and loads of cartoony variations, trying to keep the style consistant and funky. I wanted "chunky, rounded, muffs". I eventually settled on one which look feasable, and took it into PS for a bit of sprucing up. I've begun to add colour and texture to gain an idea of the final look, as well as to help save time in the production stage. I'll keep you updated...
Monday, 19 October 2009
Monday Matters
Above is the work I produced over the weekend. I painted the floor polisher concept I produced on friday in PS, which Im really happy with. I feel like I'm improving my shade and toning skills in PS rapidly. Im also beginning to develop my own unique style which is something Ive been after for a while now. I can colour in my designs fairly quickly now, and if I had a tablet I think I could paint them even quicker. A purchase is neccasary.
I also spent Sunday evening thumbnailing a few important shots I wish to include in the film. I used biro, and kept everything very loose and rough. Their main purpose was to help me describe the angles I want to the rest of the team today. I focused on specific parts of the film, such as the collapse, the moonwalk and spin.
I used them as reference this afternoon when thumbnailing with Alec. We managed to get a bit of a pace/rythem going as the tempo of the dancing and struggling is getting faster - faster cutting and more obscure angles. I'd say we're about 2/3 of the way through thumbnailing now, so thats good news.
We then had a meeting with Dave from Aardman, in which I had to update him on the progress of the film and talk him through decisions that have been made. I also had to pitch the thumbnails to him, and explain the shots which I actually really enjoyed for once. I was gaining laughter which as he said "is always a good thing". He was impressed with the gags and the way we'd planned out Jed's movements. He also pointed out that a clock or calender is vital if I want the reoccuring joke to make sense. Another suggestion was to have each scene within the film start on a positive and end on a negative. in other words, Ed attempts to make contact, nearly succeeds to get attention - then fails. The beats need to be consistant, postive, negative, positive, negative, very much so like "Oktapodi" which he disected this morning. It was a good session and he gave good solid advice. It seems as though we are heading in the right direction, we just need to continue working at this rate!
Thursday, 15 October 2009
Gooday mate
Today we spent the morning critically analysing films with Kieron. Everyone brought in a film they wished to show to the class, and we watched a scene or two before discussing themes, mis on scene, camera angles, colour etc. The list included Robo Cop, Momento, Being John Malkovich, Rear Window. It was facinating to learn how directors use different techniques to achieve certain effects and provoke emotion within us. Hopefully I will get to show a film of my choice next week, so I better browse the dvd collection tonight.
Anyway that left half a day to dedicate to the project. Friday is never a very productive day due to end of the week antics and tiredness kicking in, but somehow I managed to sort it out. I sketched a page of inanimate objects that could be found in the ward. I kept the design style, rounded, cartoony and bulky to match that of my previous concepts. I then knocked up a final floor polisher design by merging parts of my favourite polisher concepts from last week. I did an orthagraphic drawing (top, bottom, side) as it will aid me in the modelling process and help to define shape. I hope to colour it in PS over the weekend.
All in all, a much better day.
Wednesday, 14 October 2009
Thumbs up
Jed:
- Bobbing/kick a leg/head banging/going with flow
- Spinning/afro swing
- John Travolta pose - bum shake
- Dance with polisher, mic/rose pose
- Turn Off
- Moonwalk back to plug
Ed:
- Sleep
- Awaken
- Pats himself
- Grabs throat
- Waving
- Takes off mask
- Screams
- Wheels bed
- Reahes out to touch
- Slumps
- Hand twitch
Decisions:
- Cut high five
- Always holds polisher
- 70's, 80's, MJ, Saturday night - era of dancing
- Slumps right side of bed
- Fast cuts between both characters mouths - scream/sing
- Almost touches Jed while in microphone pose, slumps, Jed stands up, turns off, steam
- Head down moonwalk
- Pan up polisher to Jed
- Thumbnails, explain shots, reasons for.