Our Red or Dead film;
My role in my group
began shortly after we were given the brief; I immediately had a lot of ideas
for the project so I set about drawing concept images and developing an outline
of what could happen. The group agreed to use an idea I had which featured a
baby crashing into a city and shooting people with a laser gun that changed
their outfits into Red or Dead brand clothing. I set about designing a baby and
the gun as well as developing the overall story with the rest of the group.
I
then helped create a basic thumbnail storyboard and then made layered photoshop
paintings for each panel so that Alex Watkins could vector animate the layers
to add some movement to the animatic.
I drew over 40 colour photoshop paintings
which included the lighting for the final animation as well as the design and
look for the film.
After receiving
feedback on our animatic I drew a new storyboard and helped change a lot of the
storyline (we were told that we would not be lent enough clothes by Red or
Dead). I had the idea of changing the overall concept so that
instead of the baby
changing the clothes he changes his surroundings so that they are more
appealing to him. When drawing the storyboard I researched the cinematography
of mainstream action films; I found it was best to frame the characters holding
the rifles horizontally as it makes him look more powerful and intimidating as
well as adding drama to the overall piece. I also learnt a lot about
manipulating the depth in scenes so that they don’t feel so flat, I never shot
anything front on or side or and made sure that there was always an object in
the foreground, background and front of the shot.
I then helped with the
filming of the actors on green screen. I unofficially acted as the director of
cinematography, positioning the actors so that the shots had depth and filled
the frame. My task was to model and texture which baby that was by far the most
laborious task. I began modelling the baby as soon as we decided that it was going
to be in 3d, once I had finished the character turnarounds I made a very basic
block model so that I could work out the volume of the character and its
overall flow. I then extrusion modelled it starting with an eye and working my
way out until I had a full face. The torso, arms and legs were then modelled
separately and attached together. As I write this maya keeps crashing as I try and open the model so I can't take screenshots of the model but I've pinched some screenshots off Alex Watkins blog from when he was rigging it so you can see the wireframe and the baby without any textures;
I exported the basic
extrusion model into mud box where I subdivided the geometry and did some
further sculpting (particularly on the head). I then textured the baby in
mudbox by painting it white and then using a picture of a baby I found on
google images to as a texture stencil. The original idea had been to do high
detail bump maps but I found that the baby looked creepy with realistic skin
tones and textures. I painted the baby one colour and highlighted certain areas
to compliment the shapes. I then added pink and red to his nose and cheeks.
Whilst I modelled the
Space Baby I also modelled “the gherkin building” which gets shot by the baby
and has vines wrap around it. I applied glass textures and learnt how to use
paint effects to make 3D vines that I then animated. Next I made a pair of
spirals which went up the outside of the building and scaled them so that one
was right next to the vines and the other was further out, I attached a camera
to the wider spiral and the directional point to the smaller spiral. I then
animated the camera and point along the two spirals to so that it followed the
vines as they wrapped around the gherkin model.
Alex Watkins made a
very basic rig for the baby as we were running out of time and I posed the
model. We made the mistake of underestimating how difficult and time consuming
rigging was and because I did not check the rig as it was being made there were
some errors. The elbow joint was far too high up the arm which hugely limited
how the model could be posed and the simplicity of the rig made animating it
impossible (the gun could not be attached to the hands and key framing it
separately would have taken far too much time) so the baby ended up being very
static. I posed the baby and set up the cameras for rendering before passing
the scenes on to the rest of the group.
When checking the
shots of the baby in the render view I realised that the model did not look
very good with the scene lighting (everything had been lit using a sky dome). I
decided to add in extra lighting for every shot of the baby so that it would
stand out in the scene and look more visually appealing. I added directional
lights with a very high falloff to create a rim light around his head and then
positioned point lights with various intensities to the areas that I wanted to
appear reflective. This improved the look of the baby a lot and made the
improved the quality of the film as a whole, it would have been good to have
done this on a lot of the other shots but we did not have enough time because
we had to start rendering quite early. My final task was to help with the
editing process and with finding free sound effects online.
The baby with the scene lighting;
With added spot lights to make the surfaces reflective;
Spot lights on the chin, forehead and nose as well as on parts of the gun to make the surfaces reflective. I also added a rim light behind him and put very point lights with a high falloff on the pavement so that it would appear as if the light from the skydome was reflecting off the floor and up onto his face.
Overall I am happy
with how the project turned out although I feel there is still room for
improvement. In future I will leave a lot more time for rigging and make sure
the whole group checks every shot before they are rendered so that improvements
can be suggested before it is too late to do anything. I will also spend a lot
more time concentrating on lighting as it can improve the scene a lot more than
people realise.
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