Showing posts with label alchemist. Show all posts
Showing posts with label alchemist. Show all posts

Sunday, May 12, 2013

2/3's of our Colour Script

ColourScript66%2

For those of you who don't know what this is, it is a colour script. It is basically rough (very rough) painting of colour and lighting over the top of our storyboards. We do this primarily for two reasons.

  • To give us an idea of where the lights should be coming from and the general colours and saturation of the image.
  • Because it looks damn pretty.
  • And a few other reasons.
You may notice that I'm not a particularly good painter, but I think I vastly improved over the course of doing these. I trialed several different techniques  which I wont go into due to that fact that I still didn't know what I was doing, really and managed to cut down the time it took to do each one. The first one took me 40 minutes. The last one about 10. I also didn't do them in sequentially or in any particular order though.

Anyway this represents about the first 2/3rds of the film. The last 1/3rd shall remain a mystery until the movie is finished.

Monday, April 29, 2013

What's this? News? Well I never...

Hey Alcoholics,

Long time no post. I would like to apologise (sincerely, I am sorry) for the complete lack of updates on our behalf. The person responsible has been fired (joking, else I'd have to fire myself). Anyway, there is a rather good reason for the lack of posts and it is as follows:

Story didn't work.

Ok, so I'll break that down a little more. We had an idea. We got people exited with our idea. We produced a crapload of art and assets and moved as quickly as we could to get some renders to show people how cool our idea was. We came across a couple of little niggly plot holes and patched them up real quick and kept the train rolling. More holes, more dirty patch jobs etc. Anyway, we had an epic on our hands with some rather big story problems. So we went back to the script. We rewrote.

SCENE10_SCREENPLAY

And then we went back to our (actually non existant) storyboards and we drew.

SCENE14_STORYBOARDS

and then we animated.



And then we lit, rendered and composited.

SCENE14_breakdown

And now I am happy to present to you SC14_SH01_giantSquidly.


That about exhausts the updates for the moment though.

Cheers

Thursday, November 29, 2012

New (and final) Characters, I swear

Ok, so those of you who follow our facebook page may have seen these guys already, but there was very little information other than the pictures there. so without further ado...

thugsGrimm

As you can see, there are three characters in the above picture. Meat, Spud and Grimy Grimm(wald). Whilst they are not major characters, we've sort of fallen in love with them and the time may come for them to have a movie on their own.

And their blurb, straight from the Gruffleglenn Bi-Decade-ly Census:

Meat
The younger brother of Spud. He's a bit clumsy, but what he lacks in grace can easily be made up for by his stupidity. He works for the Gruffleglenn City Watch, and is responsible for a great many cock-ups on thier part. Owns a pet cockatrice which he feeds scraps taken from other peoples dinner tables.


Spud
Is a thug. He stands over 2 metres tall. Possibly has mixed giant heritage. He and his brother Meat both work for the Gruffleglenn City Watch where their main responsibilities are drinking, gambling and beating people up. Some have remarked on his features bearing a similarity to Gruff, never to his face though.


Grimy Grimm (Grimwald)
Though officially listed as an undertaker in the Gruffleglenn Bi-Decade-ly Census, he does not maintain a shopfront, nor has he for the past thirty censi. In fact he is remarkably difficult to find. It is said that one does not find Grimy Grimm, Grimy Grimm finds one.

And some concept art and an accidental render that turned out pretty cool (the silhouette).


grimmSolo2thuggrimm robe designs

We were rather happy with the concept art for Grimy Grimm, and I think that the models similarity reflects that. The main differences being a slightly bigger head and a Sporran, rather than a pouch.

The concept of the thug we found rather cool, but ultimately too disgusting. We wanted the thugs to be a bit silly, not to upstage the main villain Gruff McDuff.

Gruph 01

So, if we take this slightly older image (below) and add it to the newer one (the first image from the post) we come up with a grand total of 8 characters. Namely: Alky Al, Pidgy, Squidly, Laurence, Gruff, Meat, Spud and Grimy Grim(wald).

AlcoChars

When we add to this the amount of different sets: Als Laboratory/Room, the Stables, the Dirty Carpets Inn and the city of Gruffleglenn (which actually is rather massively humongous) we end up with something extremely epic.

Our goal at the start was 1 character, 1 set, no fancy FX or flowing cloth, 2-3 minutes in length. Ummmmm. I guess we're just suckers for punishment.

Anyway, more on the sets next time.

Wednesday, October 24, 2012

Alchemist Textures and Gruffs Grinder

So it's been a couple of weeks since the last post but we now have a pretty well completely textured Alchemist. The reason he is both clothed and unclothed is that he spends a bit of time prancing about in his underwear. Unfortunately there were a few issues that escaped my attention, the eyes on the unclothed Al aren't blue, and there is a few instances of the body poking through the clothing.
Alchemist Textures v2 from Matthew Scott Graham on Vimeo.

So that makes now two characters textured (Al and Squidly) once character mostly textured (Gruff) and 5 characters to go (Meat, Spud, Pidgy, Laurence and Grimm). Though at least three of them are yet to be modelled. Also here is a prop that will be used by Gruff for sharpening an axe. The bottom of it will be off screen, so there's no pedals or anything.
grinderAnim from Matthew Scott Graham on Vimeo.

There will be more props to come over the coming days.

Tuesday, October 9, 2012

Two new Vids

Have been a little bit lax updating the blog recently, as I've decided that the facebook page will get the short and sweet 'pretty pictures' type posts and the blog will get more in depth ones. Anyhow, two new vids which I'll explain below.

This is a demo of how the Lutebox works. The Lutebox (a sort of medieval jukebox) is a somewhat magical invention that is a little anachronistic. That's OK though, as it's not a terribly serious film.

It was invented by Al one night in a drunken frenzy using techniques that he had learned from beyond the mists of time. Basically cobbled together out of some junk he had on hand, it is powered by steam or smoke turning the turbine which through a series of belts, gears and pistons enter a black box which animate a trio of armoured hands which in turn play a lute. (On a side note, I believe that lutes actually have 8 strings. I presume that four of them broke and Al never bothered replacing them.)

This is a WIP of our title sequence. The background is only a temporary stand-in. So basically what is happening is the title will fade up on the soon to be revealed background, stay for a bit then there will be a bit of a gold flash as the title melts away in dust and sparks and fade off screen.

This is acheived by using particles in Maya which hold the shape of the text and are then affected by various fields, including gravity, turbulence and a vortex. I will expand on this later when I get one that is close to final.

Tuesday, September 18, 2012

Map of the Kingdom of Overhang

Map of the Kingdom of Overhang
What we have here, is a Map of the Kingdom of Overhang. I followed fairly closely to the original concept, the main differences being that it is flipped horizontally due to preference and flow into another shot and the colour grade is quite a bit different.

mapColouredBrown
map concept art
The map is a matte painting which has been projected onto 3D geometry (the 3rd pic is the geometry). It is not quite finished as of yet, but is getting pretty close. In the pic to the left, the gray stuff is the land/water, the green squares are trees that have an alpha channel in the texture and the red is the labels and sun rays.

You may notice that everything is on a heavy slant, that is to help fake the 2D effect in 3D.
mapGeo
3d geometry for the map

Saturday, September 15, 2012

Forgot the Other Side.

And the pic I forgot to upload yesterday is the other side of the room. As you may or may not be able to see, the laboratory equipment made of glass is not very visible. A mistake, but this is still a WIP so you'll just have to forgive us for that.
alsRoomWIP_002

Friday, September 14, 2012

Al's room and Squidly

Here are a couple of new renders. Well actually the work is not new, but the renders havn't been posted before. The first image is of Al's room / laboratory. Is still a work in progress, with not fantastic lighting, and some textures/shaders still to be done. Rendered in Renderman.
alsRoomWIP_001
The next is a render of Squidly. He is basically Al's lab rat. He may be a baby Krakken, no-one is quite sure. If he is, what do you call a baby Krakken, a Krackling? Shaders and textures not finished yet.
squidlyRender

Wednesday, September 5, 2012

Preliminary Model of Gruffleglenn

Here is some work on the city of Gruffleglenn. Still a work in progress, but you can see the basic layout of the city. In the end this is going to turn into a Matte Painting.

gruffleglennModelWIP_001 gruffleglennModelWIP_002b gruffleglennModelWIP_002a

Tuesday, September 4, 2012

Facebook Page Now Live

Hello Alcoholoversics,

Just a quick post to say that the Facebook page is now live. We will still be doing the blog, but in the interest of social networking and reaching as many people as possible we will also run a Facebook Page.

The main differences between the two will be that the Facebook page will primarily just have pretty pictures and any important notifications. Whereas we will be making a bit more of an effort to have some more in depth stuff on the blog along with the pretty pictures.

Wednesday, June 20, 2012

Pub and Stables Modelling 85% done

Been a little while since the last post, but here are some fresh modelling WIP videos of the 'Dirty Carpets Inn' and the 'Franciscan Stables Mushroom Top Chapter'.



Thursday, May 10, 2012

Some more Animation Tests

Here is another animation test. This one will eventually turn into a finished shot.

 

Tuesday, May 8, 2012

Trying Out Different Renderers

So, progress has been a little slow lately but there is sure some exciting things that we will be sharing over the next couple of days. We have been playing around with different renderers (because as soon as you chuck displacement at Mental Ray, it shits it's pants. Also, everything has displacement.), and have finally settled on Renderman.

Below are two images, the first from Renderman, the second from Vray. Keep in mind that this is still a work in progress though.

rendermanTest1

vRayTest1

Tuesday, April 3, 2012

Alcoholemist Squidly Animation Test 4: swimming in a bottle



An animation test featuring squidly swimming around in a bottle, before being scared by the hand of the alchemist.

all the animation was done using early calimari rigs
time taken to animate: aprox 1.5 days

we also used this test to help understand how we are to deal with the refraction of the glass, to look realistic, yet still be able to clearly make out squidly within the liquid.

As well as how we are to impliment the candle flames in a scene. we attempted to film a real candle flame, but this did not give a very clear and usable result, so instead we rendered out a single candle flame as a fluid effect in maya, put it on a card and placed it within the 3d space in nuke.           

Tuesday, March 27, 2012

Test Animation - Apple Dumplings

An animation test featuring the alchemist asking Gruff about apple dumplings. The animation created using the calimari rig of the character. As yet we do not have a facial rig animation ready The sound is from Disneys Snow White and the Seven Dwarfs.

Monday, March 26, 2012

Gruffleglenn WIP 01

A quick and dirty test showing the progress on the matte painting for the exterior of the Alcoholemist. There is copious amounts of texture stretching, geometry not lining up and general dodginess. In other words NOT FINAL.

Friday, March 16, 2012

Animation/Render test 3

the latest animation test, in the same room turn arund as before. this should give a good sense of his scale in the world, and and how he and his room tie together.