Monday 21 November 2011

Making of: R&D

For those outside of the USA and some other countries, here's a video that contains some of the initial process behind the making of Gabe!

http://www.youtube.com/watch?v=2eATW9aNBB4

Sunday 20 November 2011

Poster

Here's a view of the poster for Gabe, which will be up to A1 in size at 300dpi. Render time was pretty darn long for that kind of resolution.

Pretty busy week up ahead with a presentation and two separate exhibitions where I'll be showing a title sequence intro to the short. Wish me luck!

Thursday 27 October 2011

A warm welcome

I would just like to take this opportunity to officially list and welcome some key contributors to the project: I feel really blessed and fortunate to have these people, who are willing to bring their skills to this short for peanuts. It means a lot.

Etienne Olivier - Best friend, dreamer and Music composer/co-composer.
Mikkel Nielsen - A very talented, hard working sound designer from Denmark.
Stephan Calitz - Animator, wants fame and fortune.
Christopher Pinto - Animator, fussy deconstructionist.

Production is going a lot faster now thanks to these great people!

Monday 3 October 2011

Some eye-sweeties

Ughh. Here's a render of the space station that will be part of the intro, as well as some test renders of my Maya Mental Ray shaders to help me get my mind off of the annoying issues that go along with cross-platforming your work. The upside to that stuff is that you start feeling all smart by engineering cool workarounds to get things working perfect again. And I just love being able to work in Maya again.



Saturday 1 October 2011

Oddball Animation - In Search of Humans Intro

In the spirit of sticking with space or sci-fi related content, Check out Odball Animation's intro for "In Search of Humans".


And while you're at it, check out the rest of Odball's work- incredible!
http://www.oddballanimation.com



ISOH: Shot 1 v3 from OddBall Animation on Vimeo.

Sunday 18 September 2011

Crunch!

My first time using Pulldownit for Maya after a failed attempt at trying to use DMM for shattering. Must say Pulldownit is a neat little tool, albeit quite simple. This is just an R&D test of an asteroid collision which I've packaged into a neat little importable cache-driven asset for a particular sequence. It'll maybe enjoy a maximum of 1 second of screen time.


Saturday 10 September 2011

Fun with displacement

Here are some displacement tests on an asteroid that will be present in the short. I had originally planned on sculpting something more rounded in Mudbox with all sorts of craters etc, but then I opted for the more bad-ass looking piece of rock which will eventually also have bits of ice and other jazz coming off of it.

These are all defined by mental ray displacement, and a tweaked crater procedural plugged into the material's displacement SG. After that it was just a matter of messing with the displacement amount and the texture coordinates and skew settings. The base geometry is literally just an oval.






Monday 5 September 2011

Story & character model

Firstly, thank you for the emails. As you know, I'm being pretty secretive when it comes to story. But I SUPPOSE I can give a brief two-liner for what the tale is about.

Gabe is a little robot who wakes up and finds himself alone just outside of earth's orbit. He will soon discover something that will send him on a journey of self discovery, and bring him to a point were he has the lives of billions in his little aluminum hands.

Ok, that was two and a half lines. ;)

This is from a turnaround of the character that I have put together, just so you can see how some of the character designs have been interpreted into 3D. His arms are able to deploy from around his waist.






MAXIMUM GALAXIE

MAXIMUM GALAXIE is an awesome little animated student short created by Thomas Chretien.
I just love the combination of 3D and flashy anime styled explosions and gunfire. Some seriously cool camerawork and what I imagine to be a fair degree of post.


"Maximum Galaxie is my graduation project at Cégep du Vieux Montreal.
The movie isn't meant to be taken seriously, I just wanted to have fun while making it.
It won the "Best Technical Direction" award at the school's projection that year."




Check it out!
http://vimeo.com/28242185

Saturday 3 September 2011

Concept Art

A small update with some of the concept art created for the animation.
These concept pieces can be quite important for determining the visual result of the final thing. If I'm designing scene layout, I'll refer back to these to see what I liked about certain compositions and combinations of elements. Its also a way of getting my ideas about colour and lighting down on 'paper'. These may serve as a guide for when animation is point cached and brought into Maya for lighting, further surfacing, VFX and rendering (I'm animating for the most part in Softimage XSI). If you're curious about this cross-platforming that I'm talking about, never fear: I will be going through my planned workflow for the entire project in a later post.

In the meantime: enjoy








Thursday 1 September 2011

Lights, camera, animaction!

So here it is. I've finally decided to start a blog for this little short film. This has been my brainchild for the last nine months, having to be fed, nurtured and educated into something that can stand its own as a story. The ironic part I guess is that I've just started with animation now after 9 months, so its almost like the thing is being birthed after a sort of intellectual pregnancy period. Strange metaphor, but it's the way I'm thinking about things at the moment.

At present, about 90% of the short's assets are complete, with some polygonal detailing, and a bit more shader and texture work to be done once animation for the whole thing is locked down. Story is for the most part, locked down as well. I'm a sucker for this, and maybe its a weakness, but I do often come up with cool or funny things the character could do between sequences, or during a general action. That stuff is sort of all still unplanned and left to impromptu thinking. I'm on a bit of a steep schedule for animation at the moment, needing to do 90 - 175 frames per day. After that, I will build on my arcs, poses, and other principles until I just go bonkers and can't do it any more.

A lot of future talk here though, the best is to take it one day at a time and make sure I'm working towards concentric short term goals. It's so easy for a creative to get bored and frustrated with their end goal and just give up. I promise myself to not focus on the end goal just yet!

It would be unfair of me to just talk and not have anything to show for it, so here are some of the initial concept sketches, with more pre-production content to come further down the road: