Despite initial anxiety, the presentation went pretty well! I’m actually feeling more comfortable getting up and speaking to a room full of people, although i still need to work on eye contact.
Overall we received some really positive feedback about our progress, especially regarding lighting and texturing, Ziyuan and Yingjiao have been amazing so far at what they’ve been doing.
Moving forward, I’ve had some trouble with file layout but honestly that’s just a hole I’ve dug myself into. When I passed the scene to Ziyuan for rendering and comp, when she opened it the textures and stand In’s didn’t load because I hadn’t formatted the file pathways correctly. I’ve been working, with penny’s help, on replacing the strings and ensuring they’re all resolved to the best of my ability, and so far it’s worked well, so we should have a properly functioning scene that can be passed around with (hopefully) no problems by the time I’ve finished.
For now we have to focus on VFX the most, but otherwise things are progressing well, and we’re feeling optimistic about the time-frame we have left to complete this sequence.
This Tuesday Mort, Jack and I went to the sound studio in the Phoenix building to record the stuff for the sound effects in our sequence. We ended up bringing a whole variety of stuff from our flats to try and come up with the sounds we needed for things like the ship engine, the fire and the crashing of the collapsing tower and ship crash landing.
It was a pretty surreal experience smashing pasta and noodles and slapping trays full of lentils in a professional sound studio for our project, but it was probably one of the most fun things we’ve gotten to do for this project so far.
There were some cool videos we saw both in lecture and on Youtube that were useful reference for the interesting ways you could create the necessary sounds from pretty mundane objects, like crinkling a brillo pad or bubble wrap for the crackling of fire, or scraping a fork down a baking tray for tearing metal.
For now we’ll be experimenting with layering and editing some of the foley we recorded to try and mix the best sfx for our sequence that we can.
Things are going pretty well.
I’ve been dressing the scene with our groups textured assets and it’s coming to together pretty well. I had a few problems with texture file paths but Ziyuan gave me the link to an Autodesk tutorial that was a massive help.
Using the video it was relatively easy to fix the file paths and reapply all the necessary textures.
Unfortunately our rigger has been having issues with the robot rig, so although it’s textured I haven’t been able to start properly animating it in scene, which is a bit worrying considering how far through we are but for now I have plenty to keep me busy scene wise.
I’ve also had some issues with some of the prop scales; some are much smaller than needed so I’ve had to spend a considerable amount of time trying to fix that so they can be put into the scene properly.
Trying to stay optimistic for next weeks presentation, putting the scene together now is helping show how far we’ve actually come on this project, so I’m confident we’ll have some nice test passes of our shots to show everyone on Thursday. Here’s hoping all goes to plan.
The Week 4 presentation went pretty well, I felt more organised overall and we got helpful feedback to work off of from peers and tutors.
Shotgun wise things are a lot better than in the beginning, as the group are more regularly posting works and works in progress to the project page.
In Week 5 we received the feedback from MPC, much of which was regarding the shots and camera angles. Shot 2 had an issue with crossing silhouettes which was solved relatively quickly, however there was also issue with the angle at which the camera was placed – below the robot- which caused the scale to be thrown off. After consulting the director I moved the camera up to the robot’s shoulder height, which fixed the scale issue but now most of the robot isn’t visible. I thought that placing some more robots in the background might help fill the scene a little more and show off the robot asset we built better, but I haven’t confirmed that with Morty yet.
With shot 3, there was concern that it may look too cartoony, and also that what was happening wasn’t particularly clear. I’m fairly certain this was because of a lack of VFX but the momentum of the ship was also off. We adjusted the trajectory of the ship so that it didn’t bounce off the side of the tower and instead now barrels straight through and into the ground.
Now in week 6, I’m currently working a lot more on animation, although I’ve also done set dressing, along with a small amount of modelling and am currently looking into texturing.
For Shot 1, to try and show the speed the ship is travelling at, I’ve added panels being ripped away from the hull and trailing back into space. I used a scene similar to our reference shot (https://www.youtube.com/watch?v=Dmyi7GRl4Hk @ 2:08) to try and get a feel for how it should break away, but since the panels would be lighter I increased the speed at which they broke off.
I’ve also filmed reference footage for the robot animations in shot 2. I decided to try and animate the robots more fluidly and humanly, like the robots in Wall.E, rather than more rigidly and robotically to try and add more character to them and to try and push my animation further.