Thursday, September 27, 2012

Final Shot

Oh well, always can be better. :(

It's a wonderful experience taking up the course. Learnt so much and met so many new people. Cheers!!

Sunday, September 16, 2012

Playblast animation and lighting test.

Almost done with the animation for the 1st two shots.
Matchmoving with syntheyes for shot 1 is a breeze! (Luckily)
Shot 1 matchmove is looking pretty good. (I'm actually done with the animation for this as well. Will be uploading next.) STILL UPLOADING!
Shot 2


A lighting test with the HDRI on the lower poly version.

Yeah I know... it's yellow! Seems like my classmates and lecturer think that yellow suits this little fellow more.

I definitely will have to update the textures. All the ugly stuff are appearing on the close-up shots.

Tuesday, September 11, 2012

More texturing!

Have been working on the texturing and received quite a lot of valuable feed backs from Tyson.
My initial textures

I was told that the weathering effect of the metal parts are too generic and uniformed. Maybe I should try to let the textures tell the story instead (How did my character got shot/damaged etc).
So, I repainted the textures.

Will have to work on the shaders and the different maps. Will be adding in hexagon patterns within the eyes to break up the flat look. More updates coming!

Tuesday, September 4, 2012

Texture Testing

It is incredibly tough to get nice footages for my shots. I will be scouting around again after some suggestions from Thibault to film my footage at construction sites. Irregardless, I still have to work on the asset while waiting to loan the fisheye lens again. Painting the textures with mudbox is not as easy as I thought. I will have to pick up more on mudbox as I'm continuing to work on the textures and shaders.
More updates coming soon!

Thursday, August 30, 2012

UV Maps and Texture Research

Arranging the UV maps for painting in Mudbox. Let's hope everything goes well. I'm updating the maps here for my own reference as well. :) The head and chest will need the most highest res texture and detail because of the close up shots. Fingers and etc ... meh... not much much I guess.


The texture I would like to achieve will be similar to the marine armor. Weathered and scratched metal. (Except that I'm considering making my robot dark grey closing to black. )
Another reference

Revamped Storyboard

Changed the storyboard to a more manageable one.
First will be a moving establishing shot with some shattering and smoke effects.
Second will be a close-up static shot to showcase more on the lighting and texturing.
Third will be a static shot with rack focus to showcase more of lighting and compositing.

I'm having a tough time scouting for suitable shooting locations. Weather and lighting has been really bad these few days but I will still be scouting around after I get my hands on the fisheye lens.
In the meantime, I will be working on the asset itself. Have already finished modelling and UV unwrapping. Will be arranging the UVs and proceed to texturing.

Friday, August 24, 2012

Project Planning Review

To do list:

1) 3D asset adjustments, texturing and lighting testing
2) Storyboard tweaking
3) Location shoot including (HDRI and backplates)
4) Work on 2nd Previs

Friday, June 29, 2012

Pre-production Asset building and Pre-vis

Drew out a rough blueprint of the character for modelling.
Thanks to Zheng Yong (My classmate/colleague) who rigged the character for me. There are still a lot of tweaks required for the model but this will do for the pre-vis.
First pass previs

Pre-vis - Android attack from Nick Ng on Vimeo.

I am still brainstorming and will be gathering more feedback.

Pre-production Storyboard

First storyboard. Cinematography inspired by Iron man(The movie) to get the feel and atmosphere right before proceeding.
After some feedback, I've decided to change the story a little to make things more interesting.
I will be focusing on lighting/compositing and were told to lessen my shots so that more time and effort can be put in for polishing up the few shots really well. Hence, I am actually deciding to work on just one establishing shot with set replacements, cg elements, some atmospheric effects and matte painting. If time permits, I shall then proceed to work on other shots. Irregardless, I have to start working on the asset soon.