EOYS : Final Planning & Preparation

In the running months to the EOYS, I was part of the EOYS committee and assisted with Planning, however most of our plans ended up undergoing heavy alterations once actually faced with the space, boards and number of projects we had.

The past week has been a mixture of cleaning and painting and some panicked attempts at printing.

This brings to problem 1 encountered.

Generally, I’m not a fan of giving negative reviews to any business, but seriously, when I place an order for about £100 worth of prints, I don’t want to get an email back 5 days later saying that they can’t get our prints to us til Wednesday a week after the deadline.

This seems to be a commonplace situation, where the printers in Belfast had a backlog of online orders, or were not actively printing anything over the weekend, or bank holiday of the deadline.

As of writing this, I haven’t yet gotten a single print ready, though I am supposed to be collecting a number of the vital pieces at around 10am, giving just two hours to set things up. (It’s important to note that these were ordered on Tuesday the 22nd).

Initially our plan looked like this:

We had a small selection of ideas of how our stuff could be layed out, however upon seeing the actual space and where we would be positioned – some, rethinking was needed.

Looking at the space, we layed out what we thought might work.

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However, we felt that we needed more to show and to have our poster exhibited as well, to help direct people towards us.

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This was the rough idea we had, which we briefly highlighted in photoshop.

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The actual content of the wall can be seen below, in it’s unprinted formats.

Vignette Renders to go on the Right hand Side.

Pseudo-Wireframe Renders of Key Characters.

Original Environment and Tonal Concept Art.

Info-pages with relevant references to our roles.

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Concept and Texture Board.

And then taking the center piece.

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The Poster.

In addition to this we had 3 bunnies with some dandelions as our ‘feature’ to help tie the area together.

Upon printing everything at Windsor Prints, and sticking everything up with Velcro, which allows us to make minor adjustments to angle to help straighten things out without too much effort, it looked like this.

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On the right we are displaying the short film, with showreels playing side by side on the right.

CV’s were also attached, and placeholders for the Business Cards that are yet to be printed.

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Reflection on the End of Year Show.

Part of the difficulty of preparing materials for the EOYS was the fact that as a small team of two with limited resources, and external priorities, was that we couldn’t afford as much time or money to getting the things we would have ideally had access too.

This wasn’t just extended to the quality and quantity of prints themselves, but also the amount of additional pieces we could include, 3D Prints, tablets and the like.

Despite this, I’m pretty pleased with what we ended up getting, albiet a few minor hiccups along the way.

Rebuilding our showreels, websites and CV’s also ate into our time, and putting together a showreel on a dying laptop was a challenge, one that was thankfully relieved however just a few days before the deadline.

On the topic of my showreel, I do feel like I need to add more to it, including re-rendering some of the Zbrush Sculpts, which simply did not output with the quality I expected. I suspect this was due in part to a choppy conversion from .mpg to .mp4.

Aside from the contribution and reflection of my own stall, most of my contributions happened during the earlier months as part of the EOYS committee, before we began divving up the roles as the date approached and our plan became more secure.

One of the main things we did was try to ensure that larger teams took on the larger jobs, as they had more people, and therefore more time they could spare from their projects.

This backfired for some of us, as it meant we did not have a solid or set role to work on during the EOYS preparations.

In the end, it boiled down to doing what we could, more than anything else – cleaning, painting and moving furniture becoming about the sum of it.

 

 

Portfolio Post #2: Film Specifics

All Videos are Examples and do not reflect the sum total of contribution.

Meadow Sequence

Modelling, Rigging, Environment Layout, Lighting.

Stream Sequence 1

Modelling, Rigging, Environment Layout, Lighting, Water & Paint Effects

Stream Sequence 2

Modelling, Rigging, Environment Layout, Lighting, Water Effects

Snake Sequence 1

Modelling, Rigging, Environment Layout, Lighting, Paint Effects

Snake Sequence 2

Modelling, Rigging, Environment Layout, Lighting, Paint Effects

Hill Sequence

hawk

Modelling, Rigging, Environment Layout, Camera, Lighting, Paint Effects

Hill Base Sequence

Modelling, Rigging, Environment Layout, Lighting, Water & Paint Effects

Log Ocean Sequence 1

Modelling (Rabbit, Environment, Wolf Retopology), Rigging, Environment Layout, Lighting, Water & Lightning Effects

Underwater Sequence

Modelling, Rigging, Lighting, Water Effects

Memory Sequence

Modelling, Rigging, Environment Layout, Camera, Lighting, Water & Paint Effects

Log Ocean Sequence 2

chimera

Modelling, Rigging, Lighting, Environment Layout, Water Effects, Camera Correction

 

Portfolio Post #1: Contribution List

The Short Film Storm within was created by myself and Anna McCraith, whilst Anna handled the Character Animation and Compositing, as well as Texturing of characters, I dealt with the 3D Modelling, Rigging, Environment Layout and 3D Effects that you see in the film.

A brief bullet-point of my contributions broken down by scene is below.

  • Writing
    • Original Concept
    • Major Villains (Conceptualization of the Wolf, Hawk, Snake and Chimera)
    • Potential Environment Planning
  • Character Modelling
    • Rabbits
      • The Main Character, Alan – Modeled based on original concept art by Anna McCraith
      • Fat Rabbit’s – Modeled and adapted from the Model of Alan.
    • Snake
      • Modeled based on original concept art by Anna McCraith
    • Hawk
      • Modeled based on Silhouette Reference.
    • Wolf
      • Retopology and Model Adjustments to Zbrush Sculpt originally made by Kerry McCormick.
    • Chimera
      • Model ‘bashed’ using previously listed models.
  • Environment Models
    • Trees & Shrub Pseudo-3D models based on 2D Textures by Anna McCraith
    • Rocks (27 Unique Rocks arranged into 3 Clusters)
    • Reeds (Used in original Animatic)
    • Brambles
      • Attached Thorn Models
  • Rigging
    • Rabbits
      • Alan the Main Character Rig & Paint Weight Corrections
      • Fat Rabbit Rig & Paint Weight Corrections
    • Wolf
      • Rig & Paint Weight Corrections
    • Hawk
      • Rig & Paint Weight Corrections
    • Chimera
      • Rig & Paint Weight Corrections
    • Snake
      • Rig & Paint Weight Corrections
  • Environment Layout
    • Meadow Scene
    • Stream Scene (Version 1)
    • Stream Scene (Version 2)
    • Snake Lair Scene
    • Snake’s Run Scene
    • Hill Scene
    • Hill to Ocean Scene
    • Log Ocean Scene (Version 1)
    • Log Ocean Scene (Version 2)
    • Underwater Scene
    • Underwater Memory Scene
    • Final Step-Off Scene
  • Lighting
    • Scene Lighting
    • Character Mesh Lighting
    • Volumetrics
    • Reflective Lights
    • Film Colour Sequencing
    • Tonal Planning
  • 3D Effects
    • Lightning
    • Water
      • Stream
      • Hill
      • Ocean
      • Underwater
    • Grass Effects
      • Reeds
      • Shrubs
      • Plants
    • Highlight Smoke
      • Snake Eyes
      • Wolf Eyes
      • Chimera Eyes
      • Hawk Wing Trail
  • Rendering
    • Wrangling
    • Set-Up
      • Cloud Render Management
      • As-Needed Correctives
      • Shot-By-Shot Assessment
      • Colour Correction (partial)
    • Organisation
      • File Fixing
      • Sequence Set-up
  • Compositing
    • Shot Assistance & Planning
    • Credit Sequence Planning
  • Additional Contributions
    • Sourcing and Laison for Music Production
    • Sourcing Sound Effects
    • Primary Research Gathering

 

Finishing the Film: Reflection & Blog Plan

First Shot Rendered (720p Version)

Having finally rendered the last shot, and prepped the last bit of compositing to be done, I’m able to now fully reflect on the events of the past year.

Whilst I had started the year with the plan to keep on-top of blogging and blog as I go, I quickly fell behind on that and ended up getting caught up in the breadth of work I had to do, running out of time to blog day to day.

Now however, I’m able to clearly layout and plan what I want to say. And whilst some parts may be brief or seem self-explanatory, I hope that the blog going forward will offer a clear view of the efforts applied to this project.


I made a rough plan of what I was going to blog about and how they fit each category.

Technical

  • Rigging
    • Rabbit Rig
      • Fat Rabbit Rigging
        • Moving RRRig to  FRRig, scale adjustments, reskinning
        • Research into  transferring attributes
        • Final Turntable of Fat Rabbit Model &  Rig
      • Regular Rabbit Rigging
        • Original Rig
        • Rig Adjustments
        • Correctives
        • Research into Quadruped Rigging
        • Research  into Rabbit Movement
      • Upright vs Quad Rigging
        • Considering two different rigs and models
    • Snake Rig
      • Coiling
      • Simple Rig vs Complex
    • Wolf Rig
      • Adapting  Quadruped Rig
      • Research into Wolf Motion
    • Chimera Fusion
      • Connecting Rig
      • Transferring  attribute parts
      • Rescale  and Restitch
    • Hawk Rig
      • Redoing
      • Original Test  Rig vs Final Rig
  • Lighting
    • Character Specific Lighting
      • Wolf, Snake  & Chimera Mesh Lights
      • Texture Choice
      • Back Follow Lights
    • Environment Lighting
      • Skyspheres
      • Directionals and Areas
      • Ambient Lighting
      • Scene Lights set up
      • Colour Scrape – Yellow to Brown to Purple to Red to Blue to Grey to Green.
  • Rendering
    • Arnold vs MentalRay vs Renderman
    • Zync Render Farm
    • Problems & Settings
  • Modelling Techniques
    • Zbrush Sculpt vs Hard Modelling
    • Retopologising
    • Environment Modelling
      • Trees
      • Layout
      • Brambles
      • Rocks
      • Image > Poly Conversion
  • Effects
    • Grass
      • Hard Poly > PolyScatter
      • nGrass effects
      • Paint Effect Conversion > PolyScatter
        • Additional Environment Pieces
          • Reeds
          • Flowers
    • Water
      • 2D Texture Map
        • Building the Ocean
        • Making the Stream
      • Bifrost
      • Wave Deformers
    • Fire
      • Particle Effects
      • Paint Effects
      • AE Comp

Research

  • Rigging Tutorials
    • Quadraped Rigging
    • Blendshapes
    • Correctives
  • Lighting Tutorials
    • Arnold Lighting
    • Lighting in Environment
  • Rendering Tutorials
  • Water Tutorials
    • Bifrost
    • 2D Water Texture
    • Wave Deformers
  • Modelling/Sculpting Tutorials
  • Effects Tutorials
    • Particle Effects
    • Paint Effects

Artistic

  • Environment Style Choice
    • 2D Environment Pros & Cons
    • 2.5D Modelling and Layout
    • Invocative Meaning
  • Character Aesthetic
    • Soft Characters vs Hard Characters
    • Emotional Responsiveness to Design
      • Intentions
      • Feedback
  • Tonal Choice
    • Colour Palette
  • Comparison
    • Existing Film & Media
    • Between Scenes
    • Contrasting Focus
  • Narrative
    • Meaning behind Character Choice
    • Meaning behind Environmental Factors
    • Non-Verbal Story vs Verbal Story
    • Implied Danger vs Actual Danger
    • Anxiety Implications
    • Non-Violent Overtures

Planning

  • Blog
    • Division
    • Approach
    • List of Content
  • Time Schedule
  • Pre-Production
    • 3D Layout
    • Early Animatics
    • Content Planning
  • Post-Production
    • Render Time
    • Effects
  • Work Division

Creative Futures

  • 1000 Word Essay
  • EOYS
    • Display Plan
    • Business Cards
    • Leaflets
    • Final Film Presentation
    • Showreel
    • Website
  • Talks
    • Thoughts
    • Related Research