Showing posts with label lighting. Show all posts
Showing posts with label lighting. 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

Monday, September 24, 2012

Gruff texturing WIP

Here is the current texturing/shading progress on the barkeep Gruff. As you can see there is a couple of issues with texture seams, particularly around the arms/shoulders. Should be fixed very soon. Still to add, spec/reflection maps for the skin, scars, tattoos and maybe some stitching and other small details.

The main concern right now is whether to keep the texturing on the characters fairly simple in order to help pull them off the background, or use other tricks to achieve the same affect whilst not having too much difference between characters and sets.

Textured in 3D-Coat and Photoshop, rendered in Renderman with a simple 3 point light setup. A lot of the shaders are using procedural bump maps which I quite like the look of too.
gruff_001 gruff_003 gruff_002

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

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.           

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.

Wednesday, March 14, 2012

Alcoholemist Room Lighting WIP 01

And finally the Alchemists room lighting / comping WIP. For some strange reason the last third or so of the video is black. That shall be rectified soon.

Friday, March 9, 2012

Pub Lighting WIP 01

A little bit more work on the pub lighting with some minor compositing. Also, the character Gruff thrown in for scale. There are no textures as of yet, just a brownish uv grid.

Wednesday, March 7, 2012

Lighting Tests

Here are some WIP lighting tests that we are doing. For the most part, the sets are untextured with a placeholder uv grid in place.