Friday 16 November 2012

Project 1 Rational



The steampunk chess robot project asked us to design, build and animate a Chess robot and its environment in the steampunk visual style, and whilst the brief asked for a limited “set”, I made the decision to use a slightly more versatile street setting, as I felt that an alleyway could feel more industrial and contemporary to the brief.
I took in a number of inspirations, and thankfully steampunk was a theme I was vaguely familiar with already thanks to films such as “9” and “Howl’s moving castle”. Other inspirations included an unusual piece “future forms of life”- David Lance, which featured a strange shuffling biomechanical beast, and somewhat influenced my animation angle regarding my steampunk spider.
During the project I came across a number of challenges and issues, each of which was overcome through problem solving and internet searches. For example, the scale of the set required me to create separate instances in which I could efficiently render separate scenes without having to worry about extra lights and artefacts slowing down the rendering process.

Another technique that I used to maximise productivity was to only render whilst I was asleep, I’d check the first few frames, then when I woke I’d have the full collection of stills from which to make an animation.
However this worked against me at one point as I’d accidentally selected the “perspective” render view, and wasted 4 hours rendering the entire animation from one angle. Thankfully, I learned from this mistake.

Another approach I took to make the scene more cinematic, but avoid overcomplicating the scene for myself, was to only use a single camera, and to use key framing in such a way that to the audience it would seem that the shot had cut to another, separate one.
Similarly to this, I struggled with a certain linking constraint- where a chess piece refused to be unlinked from a hand constraint, so I made the decision to splice it out of the shot at a certain point, and stitch in a copy in its place. This worked well.

One issue that I would like to overcome is the way that I textured my objects, I’d like to be able to map textures onto surface in a way that looks entirely convincing, rather than just adding bump maps and using a simple UVM map modifier. I hope to achieve this by practising with the Unwrap UVM modifier.
Secondly, I believe that despite the cinematographic aspects of my final animation, my use of pacing and timing could use some refinement, I’ll look to address this through practise and exploring other examples to see how they tackle this.

One aspect that I would like to improve on is the way that a character has ‘character’, after seeing other examples I realise that there are certainly ways of effectively adding depth and strength to a character profile, in similar ways to Pixar and Dreamworks.

Overall I am pleased with the outcome, though next time I’d like to aim for completing the project well before deadline in order to add more post-production time to refine and polish the work into another level.

Project 1 completed!

Here are my latest creationa, the steampunk chess robots.


Sunday 11 November 2012

Spider robot introduction shot is done!

I've completed the intro section to my 'Steampunk chess robot' animation, It's currently rendering and the 20 second animation should be on here within an hour.


Friday 9 November 2012

Feeling handy

based on an efficient human-like design, thumbs incoming as well as a controller for gestures!

(thumbs up for forgetting to turn on smoothing >.<)

I've also remodelled the robot's torso, as I'd made the silly mistake of scaling the entire object instead of scaling its vertices (one of the first notes I'd made was to "Only ever scale sub-object stuff")

Playing around with textures and bump maps is rather interesting too!

Thursday 8 November 2012

ImagineFX is amazing!

In between creating robot designs, I've been reading and downloading tutorials from a bunch of IFX magazines that I bought a couple of months back, the info and resources are highly recommended!

I've already found a bunch of perfectly suited textures for my steampunk animation, and am in the process of ripping the data across from all of the disks (over 40 to get through!)