Showing posts with label year 3. Show all posts
Showing posts with label year 3. Show all posts

Saturday, 23 May 2015

Updated Crane Texture

Made the Crane a little more painterly than before to match the koi/other textures



Main Asset UV mapping and Texture Maps



main asset additions texture developments

Some sheets of texture developments for particular assets, textured so far are: Berries, Tree, leaves, stone floor and lily pads.  Next up are 2 matte paintings 





Thursday, 21 May 2015

Reworked storyboard v.1 (ROUGH)

Very rough new storyboard for the reworked animation..just getting a feel for how the animation may play out




Panel scene arrangement tests

To get more of the abstract painterly feel, testing out placements for a 'panel' that would appear in the updated animation. Here for example fish would cross over each other and the petals would circle around.


tinkering with lighting in photoshop
 
scene placement render tests


Koi texture passes turnaround

Edit: re-uploaded due to a sound glitch!

Wednesday, 20 May 2015

Test renders for new scene


Some test renders and poses of a new scene to be added to the animation




Updating Textures

Updating the surface shader textures of the fish from yesterday, for a more painterly effect that wasn't quite achieved in previous versions





Tuesday, 19 May 2015

Updated Fish Lineup

Revamping my final animation which means taking it into a bit of a different direction, to be a bit more abstract - and adding some more fish to the mix. Below are updated textures for extra koi





Updated Concepts


Wednesday, 29 April 2015

Koi Reunite Render V.2


Depth of Field render testing 2

In one of my scenes I planned to have a depth of field effect that shifts the focus from one koi to the other. This was not really working out using the depth of field mode in maya so I rendered out the koi on separate layers and faked the effect a bit in after effects.



Original Playblast

Tuesday, 28 April 2015

Crane's Nest Fan: Rendering experiments and playblast

The final fan world location 
scenes taking place:- (re-thinking my final scenes)
- Crane dropping Male koi after snatching him in real world, and dropping him in with the female koi. 
- Koi and Koi reunited, curl up
- Ending camera panning



Monday, 27 April 2015

Blossom Dynamics: Blossom Tree Lantern world & Blossoms drifting into the Crane fan




Compositing Test 2

Testing out putting a scene together again, to see what needs to be fixed later on
 

Surface Shader background layer: Track matte: Alpha Matte.
Fan Layer (rendered on its own layer): Blending Mode: Silhouette Luma

Order in Project Timeline:-
-Koi Layer (rendered on its own)
-Simple overlay for Surface Shader layer
- Fan Layer (rendered on its own)
- Background (rendered on its own)

Depth of Field Tests

For the scenes with the Koi jumping out of the fan etc it was discussed with tutor Phil a little while back to add some depth of field into the Antique shop scenes. Some tests are below. I used a basic guide to Depth of Field 
 


 

Sunday, 26 April 2015

Butterfly Pt.2 Progression



Butterfly Progression Screenshot

More Butterflies flying through the room progression. It's been a very slow process trying the get the butterflies to work right for the scene. This is what i currently have.



Getting the speed right: Rate of 150, goal weight keyframed twice, from 0.08 to 0.2.


Adding Camera movement

Adding the Koi