Wednesday, April 27, 2016

Final Review








Final Review:

Throughout the semester our team composed of four members, Lukas Kontilis, Christian Salinas, Kelsey Grier, and Jorge Macias, have developed a short animation depicting a food chain twist between a snake and mouse, with a kung fu movie feel. The entire animation took a whole semester to develop, from the story board, to the final renders. We split the workload evenly, giving tasks to each member that had to be met each week.Each member got a taste of the animation pipeline, as well as having the opportunity to spotlight the specific track the member believes they would like to pursue. Together we developed the short animation and came across some challenges along the way. We overcame challenges such as working together to develop a cohesive story and look, and of course, attempting new animating methods with hardly any prior experience. This all helped us develop as individuals and it allowed us to expand our knowledge on programs, techniques, and pipeline work flow. We hope you enjoy all of our hard work from this past semester.


Kelsey:

For this project, my original task was project manager and pipeline manager.  Though the original idea was mine, I did not do story line or character design.  However, I did do most of the asset models, based off research I did in regards to a ball python terrarium.  I also did the textures on the main two characters.  For the snake, I used a painted UV texture to create a red morph color scheme to contrast with the soft blue-grey of the mouse.  I used painted UVs, specular and bump maps to create the textures.  I animated the mouse in all of the shots and did layout for most of them.  I was limited with the rig of the mouse in that I couldn't create expressions and some movement was limited.  I tried to combat this by conveying emotion through body language.  I managed and supervised all of the rendering, I painted all of the matte paintings and I worked on compositing shots.  I based the matte paintings on a teenage boy's room who is heavily into kung fu and martial arts entertainment culture so that there is an implied backstory to the characters.  I also did the end credits of the animation.  Through out the production process, it was my responsibility to fix pipeline and software errors, and also help guide my teammates on their individual tasks when they did not have experience with it.

Jorge:

The tasks given to me by our team leader, Kelsey Grier, were asset modeling, character rigging (mouse), lighting, compositing, and effects. The lengthiest of the tasks was rigging the biped, prior to rigging the mouse, the only other model I had rigged was a snake my freshman year, rigging the mouse was a learning experience and I found a liking to it. It was tedious but the end result is pleasing and it really demonstrates how joints bring the entire model to life. Lighting was a fun experience because it is all about the perfect light, how to change the mood or tone of an image. Lighting really gave me the control over the feeling of the scene and I enjoyed every second of it. Compositing was near the end of the animating process, it was tedious but it is a step every animation has to undergo and being a part of it sure was worthwhile. I give props to the industry compositing artists. The overall experience is something I want to continue pursuing and expanding my horizon towards it, I can definitely see a future in the 3D environments.

Lukas:

After our group talked about our strengths and weaknesses, I was instructed with character modelling, rigging, and character animation of the snake, the antagonist of the piece. My other jobs included some concept design as well as mixing the audio and compositing. I was very caught off guard the first week of this project, being plucked from a different group and forced to choose another group. When I got here, I decided to make the best of it and volunteered to do rigging. Before this project, I had previously made one unsuccessful fish rig. Through this, I hoped to challenge myself by working in an area that is uncomfortable to me. I actually enjoyed working through the problems I ran into during the rigging portion of this project. It taught me to pay even closer attention to real life and how critical it is that an animation reflects that. This whole process grew me as an artist as it developed me further in every aspect I was involved in. This industry example taught me that I could definitely see myself as a character rigger because while it may not be the most desired position, it is the most vital because without rig, the model has no life. Deciding how a model will express emotion is a very important aspect of this industry.

 Christian:
I had been assigned to create the title for our animation "Snack Size" as assigned by our team manager. I had just commenced lighting and texturing for all of the released shots, and so now my main priority was to create a title that fit our animation and the scene well. I utilized After Effects entirely for the creation of our title, going through with effects and referring to my teammates about what we wanted to see in our title. Initially, I had wanted to have the text be wiped away by the animation of our snake, but the snake isn't introduced until a bit after the title sequence so that idea was scrapped in order to keep our plot consistent. I then decided to use a writing effect for our text, giving a sort of calligraphic feel to our sequence. This was intended as our animation references classic Martial Arts films, so the self-writing effect really compliments the animation and storyline. Lastly, the title was feeling a bit bland, so our team brainstormed and asked that I make a mini-mouse head silhouette to be used in our title to add a bit more character and fun to the opening shot. I really enjoyed making the title sequence, as it is the first impression of our animation. I also positioned the text to be displayed as if it was a shadow being cast, and I did this to play off the heat lamp in our snake tank. It blends the title with the environment very well and captivates the viewer.

Monday, April 18, 2016

Review for 4/18

Over the past week, we have been rendering.  We are currently working on continuing to render and very preliminary composites of our first shots.

This is our shot 01.  We intend to add glow effects to the lamp, a matte painting of the room environment, and the video that our mouse is watching.  We will also adjust the textures of the desk top and how the light interacts with it.

This is our Shot 06.  This shot is just going to need to have a matte painting added and possibly particle effects in the background.




Since the last review I have refined the animation of the snake for nearly all of the shots. This is different from our animatic because it has more precise movements and conveys exactly what we want in our final animation. As per the professor's request, I have constructed a rough soundtrack to our animation, located some ambiance reference, and found the clip of the kung fu movie that will be playing in the background of our animation. The soundtrack has been pieced together from some work by Hans Zimmer and has already been featured in the Dreamworks movie, Kung Fu Panda. We thought that this soundtrack matched the Asian influenced, yet cartoony feel that we wanted our animation to have.

Monday, April 11, 2016

4/11/2016


Shot 06, was rendered out in four different computers, however there were a couple of barriers we encountered, one being one of our laptops failing to work. The other being setting changes in some shots. However the overall quality of the correct frames is what we are aiming towards. As well as the sound.

Lukas Kontilis:
Since the last review I have refined the animation of the snake for nearly all of the shots. This is different from our animatic because it has more precise movements and conveys exactly what we want in our final animation. As per the professor's request, I have constructed a rough soundtrack to our animation, located some ambiance reference, and found the clip of the kung fu movie that will be playing in the background of our animation. The soundtrack has been pieced together from some work by Hans Zimmer and has already been featured in the Dreamworks movie, Kung Fu Panda. We thought that this soundtrack matched the Asian influenced, yet cartoony feel that we wanted our animation to have.


Christian Salinas:
Aside from contributing as a group toward our animatic, I've just been tweaking out scenes that needed improvement regarding the set and character lighting. As an example, the shot below has been taken from Shot 10 depicting the Mouse coiled by the snake. Beforehand, our shot was a bit to washed out by our heatlamp light and the mouse was getting lost in the frame because the lighting wasn't focusing on it. In this render shown below, I chose to add spot lights rather than directional lights which really helped it out. I chose spotlights because it gives a better image of the characters/set objects and doesn't wash any subject out like directional. Another reason why I edited the lighting in this shot was to bring back the external lighting from the TV which had gotten lost. In this shot, we had unanimously agreed in having a strong blue tint in the shot to depict the kung fu movie on the TV that is playing during all of the action in the tank. Moving forward, rendering and credits are my priorities. 


Wednesday, March 30, 2016

Class Review 3/30

Since Last review:

Animatic: We have an updated animatic, with some new camera angles, some cut shots after hearing critique on last review, updated the textures for most of the environment. Also we added a new story element to make the story more appealing.

Kelsey: I completed the mouse texture and have placed it into the scenes.  However, the UVs have become broken somewhere between references, so I'm currently looking on a solution.  I also realized there was an inconsistency with the snake bump map, so I re-assigned an edited version.  I also worked on layout, and completed layout for Shots 1-6 and 8-10.  I also completed the animation for the 3D animatic and started final animation on the mouse in shots 1-3.

Jorge: I completed the mouse rig after realizing there was a few bugs when the animators began to animate.  I also began working on a lighting scheme for our environment using a three-point lighting set up and a environmental fog box.  Finally, composited the 3d animatic and am currently in the process of developing a lighting key.

Lukas: i began working on the animation of the first few shots. It is taking me longer than I thought, so we have reworked the schedule so that the animation will be done by next week, and then I will have less days to work on the audio. With my limited animating experience,   I am working on making the model move in a life-like manner, without any static movements.

Christian: Textures have been finalized and released. I was supposed to have started Lighting on the characters Monday, but after testing the lighting on some of the textures, I've been making small tweaks and reworking some of the textures so that they aren't as patchy or dark in some areas. As a result, I've make a slight change in schedule to start the character lighting by the end of this week so I can have it done by the beginning of next week. After my finishing touches on tweaking the textures, lighting will be my new focus.

Monday, March 21, 2016

Class Review 3/21

For this review, we will show progress on our rigs, textures, and an updated animatic.

Animatic

Original animatic:


Revised animatic:
We received critic over our original story line about the believably of the character's actions.  This new animatic is one which addressed those issues and created a more interesting story.


Rig Updates

Snake Rig: by Lukas


Our snake rig was designed with the intent of being able to move the body in a snake-like form. The joints were strategically placed so that they could slither and coil. The jaw and tongue are also able to work in according to the snake's anatomy. A blendshape was added so that when the snake jaw is closed, the model's teeth do not poke through the bottom lip. This was made into a control for easy use of the animator.

Mouse Rig: by Jorge Macias





The mouse rig is nearly complete, however there is a problem I encountered near my final steps. The finger joints on the right hand of the mouse seem to be deforming the mesh. Each time I attempt to add influence or bind the joints to the already established joints, the mesh breaks, as shown above. The rest of the rig, however, is complete.  




Textures

Snake Texture: by Kelsey



I was inspired by ball python morphs and chose to use a red, orange, and black color palette.  These colors combined are more menacing and also aesthetically interesting.  I also applied a shallow bump map and specular map to imply scales.  

Problems:  Currently, for some unknown reason, the snake will not render in mental ray.  These renders are using Maya Hardware 2.0, and doesn't show the texture to its fullest.


Mouse Texture: by Kelsey
The mouse texture's UVs are currently in the process of being unwrapped, and will hopefully be completed soon.


Asset Textures: by Christian

Within the duration of these passed few weeks, I was assigned about 9 or so asset textures to work on. Since the last review when I had been testing brushes and strokes, I have since implemented specific brushes used in Photoshop, here are a few of those textures:

Climbing Branch 1
A main asset in our animation, the UV snapshot below illustrates the process in texturing each asset. A reference image was used to capture the fine indentations and woody surface of a branch.


Climbing Branch 2
One of the main assets in our animation, a reference image was used to mimic the fine details of a wood surface.


Ground Texture:
Used with a variety of brushes to make a very organic and gritty feel.

Heat Rock:
Another big asset, I'd like to display s typical problem many may run into when texturing.
Below, you can see that the given UV Snapshot becomes jumbled and not uniform, resulting in an obsolete snapshot. After troubleshooting, the problem can be fixed by copying the UV map by selecting the shell. After doing so, the UVs can be re-unwrapped and will fit back into place. 






Wednesday, February 17, 2016

Class Review 2/22

Log-line

"A menacing snake attempts to feed on a mouse in a terrarium, however things don't go as planned."

This will become a 30 second 3D animation.

Style References




Our textures will be painterly and watery like the animated shorts "Mac and Cheese" and "Contre Temps."  While also aesthetically intriguing, this style of texture will be sufficient enough to imply things like fur and scales without actually having to model them.

Story Board and Animatics
This is our original story board created by Jorge Macias.

The original 2D animatic, also created by Jorge Macias, showed some errors in our shots.  There were too many 180 degree flips and unnecessary shots that were eating into our time.


As a team, we reviewed our shots and edited the story quite a bit.  Jorge created the new storyboard.

Our new 3D animatic (done with out a rig, so the animation is block-y) shows better timing and story telling.



3D animatic created by Jorge Macias

Characters

The Snake:
In opposition of the mouse, the snake is a scary, threatening character.  Designing the snake to be more realistic with harder edges and shapes clearly shows which of the two characters is the villain.  

Snake concept sketches by Christian Salinas




Snake model progress shots by Lukas Kontilis
Lukas is also working on the snake's rig:





The Mouse:
The mouse is a soft, cute character.  We wanted to emphasize the softness of the character next to the hard angles of the snake.  We also wanted the mouse to be heavily stylized and cute.

Original Orthographic by Christian Salinas















These are progress shots of the model created by Christian Salinas.  The rig will be done by Jorge Macias.




Environment



The environment and assets are based on research done over what a healthy ball python terrarium consists of.  
Asset references


Model by Jorge Macias

Texture by Kelsey Grier




model by Kelsey Grier

Model by Jorge Macias




Model by Kelsey Grier



Model by Kelsey Grier
Texture by Kelsey Grier



Model by Kelsey Grier

Model by Jorge Macias
Process of UV unwrapping by Kelsey Grier

Rig Progress by Jorge Macias

Model by Kelsey Grier

Model by Kelsey Grier

Model by Kelsey Grier

Rock decoration model by Jorge Macias


Waterbowl model by Jorge Macias


The Set (so far...)



Set design by Kelsey Grier