It's really wonderful to see things coming together so smoothly. Enjoy it while I can I say- as harder times are sure to come. It's been a few days since I've been able to update anyone, much less work on our project due to a busy weekend with family. But, there have been some very exciting updates. Chief among them, the first draft of our revised script has been finished and the Gallimimus model is nearing texture completion. Another critical step in it's development.
When I tasked myself to work on the script as I've mentioned previously, I knew there were a number of criteria that had to be met, for production reasons and so forth. I spent about a week just letting the thoughts rumble in the back of my mind as I pressed on with other issues. To be fair, I really wasn't looking forward to writing a first draft. It was a daunting task: take everything we've written before, capture the spirit of it, remove the fluff, polish the good parts and implement as much as we could into a compact spot. It just wasn't something I was looking forward to, but having a bit of time to let the ideas marinate did me some good. Best yet, it let the good ideas stand on their own and the bad ones fade to the background. I found I could focus on what was important when all the ideas of our previous script weren't jumping out at me at once saying 'well what about me?' So finally, I gathered my courage and dived in- and it didn't take longer then about five hours. Not too shabby for a days work. Next I'll be sending the draft to my other colleagues for them to review and I'll be setting up an appointment with 'James', a previous writer I've worked with to smooth out any details. Honestly, I don't foresee the script taking too many revisions, perhaps changes in verbage or slight actions sequence changes. But nothing dramatic- which is good news.
Having such a concrete script from the get-go also means organizing the film in a much more productive way. Storyboarding is an easy one to spot, but there's other advantages. Like the complementary use of B-Roll. For those who don't know, B-Roll is typically used in advertising. In a feature film for instance there's often a 'Secondary Film Unit' which goes around and shoots all the filler stuff- like rolling landscapes, the big master shots of a city, or other details that the main shoot isn't focused on. It's a time saving move for the production. Well, Ranger Corps don't have a second unit to go out and film with, and going to locations like Hawaii to film would certainly cost us a lot more than the roughly $500 we have to make this film. So that puts us in a pickle it would seem. But that's where B-Roll comes in. B-Roll is essentially the same thing, but more often than not it's filmed by someone else, so there's no control over what is being shot- but because there's so much footage you usually can make good use of some of it. You just have to be creative.
In the case of Ranger Corps, filming in Hawaii was out of the question. We're filming in Florida, so we do have some varying levels of passable jungle- but where we're lacking B-Roll can sometimes be used to fill the gap. Knowing this beforehand and designing the script with this in mind, has meant I can produce an animated storyboard, complemented with B-Roll, and temporary audio to create the film in pre-production before ever having to set foot outside. It's a big step forward for us, as it shows us a glimpse of what we're shooting and has huge implications from a storytelling point of view. As it stands currently, about half the film has been constructed this way and I imagine after tonight the latter half will also be constructed.
Last but not least, the Gallimimus model is nearing the end of it's texture stage of production. It's been nice to work on an organic model again, as it's been a while since I've animated anything, much less an organic. But truthfully, I over did it. The model really doesn't need to be as fancy as I made it for the screen time it'll in. But hey, it was nice to get things moving again. Next comes rigging, in which I place a bone structure in the creature to give it degrees of movement, then the run cycles begin, then animating the sequence, then rendering, compositing... and finally it'll be done. But the big thing is just finishing the textures.
Showing posts with label ranger corps. Show all posts
Showing posts with label ranger corps. Show all posts
Tuesday, March 24, 2015
Friday, March 20, 2015
Cheating Textures
I'm not sure words can really express how excited I am to be finished with modeling. Not to say I wasn't having fun, but now that the modeling is finished it brings about new challenges to breath life into this character. It's funny how simple things like skin folds or wrinkles can make so much difference, but it says something about who we are. When we see an older gentleman with harsh lines across his forehead and deep creases stemming around his cheeks, we see someone who loves to laugh and has marked his body with his tales of joy and love throughout his life. It's a sublte but visual sign of the person before us and in many ways this is true regardless of if you're human or even a dinosaur. The little details speak volumes about us.
As you can see from the photo above, I didn't get too far with the texturing last night. In fact the majority of the night was setting up for this process. To texture a 3D model like a dinosaur, is a lot like drawing on an Orange. It's way easier if the skin were to be removed and flattened out. Now, assuming you cut the skin in such a way that it would be easily wrapped around the fruit again, you'd be in a pretty good position to create some really stunning artwork when the peel is flattened out. This is essentially what was required of our Gallimimus. Her skin was unwrapped and flattened. The pieces that belonged together were re-stitched together and after hours of work, she lied out flattened before me. It was a very important step, because next I began to hand draw the detail back onto the dinosaur.
Which is pretty close to where I left off last night. While she does have a basic color attached to her right now, that's not really my focus. There's this certain truth to Animation in which states 'Never do more than required'. It seems lazy, but there's an honest truth in that. The audiences will never know what you didn't do if you plan ahead to know what they'll be looking for. Adding texture follows much of this same thought process. When I modeled the dinosaur I knew I wouldn't be forced to create an over zealous amount of detail because for one: the animal would be in motion, and a lot of detail would be lost in the blur, and two: the animal wouldn't be in any extreme closeup position.
There's two aspects to the texture which are really important. The first is called a Bump Map. Which works to create the illusion of thin creases in the skin, much like the ones you'll find on your own hands. These are low intensity creases. The next step is using a Displacement Map. This is unique in that it actually displaces the mesh itself and will react properly with lighting. You can see this most notibably at the moment if you look around the arms of the Galli. But the combination of the two tactics creates a pretty well done skin texture.
The downfall in all of this of course, is simply the fact that it has to be hand created. While there might be an automated process for it I'll find in the future. At the moment I can take credit for every wrinkle you see before you.
More to come!
As you can see from the photo above, I didn't get too far with the texturing last night. In fact the majority of the night was setting up for this process. To texture a 3D model like a dinosaur, is a lot like drawing on an Orange. It's way easier if the skin were to be removed and flattened out. Now, assuming you cut the skin in such a way that it would be easily wrapped around the fruit again, you'd be in a pretty good position to create some really stunning artwork when the peel is flattened out. This is essentially what was required of our Gallimimus. Her skin was unwrapped and flattened. The pieces that belonged together were re-stitched together and after hours of work, she lied out flattened before me. It was a very important step, because next I began to hand draw the detail back onto the dinosaur.
Which is pretty close to where I left off last night. While she does have a basic color attached to her right now, that's not really my focus. There's this certain truth to Animation in which states 'Never do more than required'. It seems lazy, but there's an honest truth in that. The audiences will never know what you didn't do if you plan ahead to know what they'll be looking for. Adding texture follows much of this same thought process. When I modeled the dinosaur I knew I wouldn't be forced to create an over zealous amount of detail because for one: the animal would be in motion, and a lot of detail would be lost in the blur, and two: the animal wouldn't be in any extreme closeup position.
There's two aspects to the texture which are really important. The first is called a Bump Map. Which works to create the illusion of thin creases in the skin, much like the ones you'll find on your own hands. These are low intensity creases. The next step is using a Displacement Map. This is unique in that it actually displaces the mesh itself and will react properly with lighting. You can see this most notibably at the moment if you look around the arms of the Galli. But the combination of the two tactics creates a pretty well done skin texture.
The downfall in all of this of course, is simply the fact that it has to be hand created. While there might be an automated process for it I'll find in the future. At the moment I can take credit for every wrinkle you see before you.
More to come!
Labels:
3D,
3ds max,
design,
dinosaurs,
gallimimus,
jurassic park,
ranger corps,
texture
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