The following post will be about a animation short clip that I found on youtube.
http://www.youtube.com/watch?v=zW9wH3JhLy0
I like the animation sequence because it uses a lot of camera techniques that have been shown in class and the fact it has the car chase formula. It starts off with a zoom in close up of the car that is part of the chase. As it exits the garage the camera changes the view to the back of the car and pans right to left showing what the car is in for.
The camera angles have lots of 3rd person views transitioning into 1st person with quick speed and there was one camera shot that really did intrigue me at 1.20 where the camera zooms in past the car and into the distance to give the viewer a insight into the future.
Modelling and Animation
Thursday, 29 November 2012
Thursday, 22 November 2012
S.W.O.T Analysis
This is going to be my S.W.O.T Analysis for my animation sequence.
Strength:
My main strength would have to be the creativity of my camera angels and where I want to film things from.
Weakness:
My weakness would be my modelling as I have improved but have no time in to change the models I have already created for the last hand in.
Opportunity:
The chance to show off my animation techniques that have been learned in and out of class to help me tweak certain points.
Threats:
The animation being discredited for the modelling, you could animate a chair to fly around and chip away but at the end of the day it is still a chair and there is no way you can change that.
Strength:
My main strength would have to be the creativity of my camera angels and where I want to film things from.
Weakness:
My weakness would be my modelling as I have improved but have no time in to change the models I have already created for the last hand in.
Opportunity:
The chance to show off my animation techniques that have been learned in and out of class to help me tweak certain points.
Threats:
The animation being discredited for the modelling, you could animate a chair to fly around and chip away but at the end of the day it is still a chair and there is no way you can change that.
Friday, 16 November 2012
Draft of my animation
The technique from the animation last week will be used for the start of my animation scene. It will start off with the vehicles lined up and ready to start the race.
POST DRAFT SCENE
as you can see the angle of the camera is placed upon one of the cliffs and rotates, focusing on the pod racer onto the other side of the canyon.
POST DRAFT SCENE
as you can see the angle of the camera is placed upon one of the cliffs and rotates, focusing on the pod racer onto the other side of the canyon.
Thursday, 8 November 2012
Making a object follow a path
For this lesson we learned about cameras and lighting. For the practical we was asked to make an camera to follow a path whilst looking at an object.
Starting off it was easy as it was made up with cubes lines and a camera. Afterwards I had to add the camera on the line so that it would follow the path, this was done using the path constraint option.
I found this exercise ok considering it was my first piece of animation.
Starting off it was easy as it was made up with cubes lines and a camera. Afterwards I had to add the camera on the line so that it would follow the path, this was done using the path constraint option.
I found this exercise ok considering it was my first piece of animation.
For my animation I will use this for the beginning of my scene as I would like it to have a look at my vehicles.
Tuesday, 30 October 2012
Creating my Models 2
Turret:
This was possibly the most satisfying of all the models as I
felt a lot more confident with polygons. I used new tool called swift loop and
the cut tools. This let me create completely new polygons on the surface of the
object. This was in order to make the raised pyramid like stints on the base. I
also used the Boolean tool and Bevel tool a lot as it gave the rounded roof and
under part of the turret head.
Idea:
My design:
Thursday, 25 October 2012
Assessing Someone's Work
Lucky enough I had the privilege to see the work of a good friend with a model of a AT-AT on a personal level I cannot fault anything with the model. It has a high level of detail and looks great.
The best feature on the AT-AT has to be the mechanical legs, each leg has been done completely separate and to back this up you can see how each angle of the legs is altered not only from the upper half but from below the knee joint as well.
The only fault I can tell is the feet look like they have too many polygons which could put fault into the rendering, overall I would say the model was great but could prove difficult to animate in the future (then again I don't know anything about that yet).
The best feature on the AT-AT has to be the mechanical legs, each leg has been done completely separate and to back this up you can see how each angle of the legs is altered not only from the upper half but from below the knee joint as well.
The only fault I can tell is the feet look like they have too many polygons which could put fault into the rendering, overall I would say the model was great but could prove difficult to animate in the future (then again I don't know anything about that yet).
Wednesday, 24 October 2012
Model 1: Old School Tie Fighter
Creating my tie fighter was going to be very complicated as I do not want to use many polygons. Instead of the new version I had gone for the older version of the Tie fighter as it was going to be a lot more easier then creating one of the new T.I.E fighters.
Portrait Design:
Portrait Design:
My Design:
Monday, 15 October 2012
Creation of a Village Part 2!
So for this week I had a look at my place and thought that it was no good! I had decided to start again and straight away I saw my new building and thought it looked great. I had created a staircase with handrails instead of using the tool by using a tutorial from a YouTube user called "Tubessk" this helped me master the copying tool and the function to copy an object over a distance giving me a staircase effect.
I used the Boolean tool a lot as it was very useful in the creation of the houses then I decided as it was going to be for a first person shooter I should make it like a red base blue base scenario as it is the most effective for map design.
My one iconic twist was to design a child's swing as if it was hit by a armored truck so was mangled on one side so that it was still able to stand and was created mostly by using the cylinder shape tool and resizing it to look like poles and rope. Most of the creations used the copy tool for creation so I used grouping frequently.
A thing I would like to look at in the future would be creating roofs for housing to make it sloped without using polygons.
I used the Boolean tool a lot as it was very useful in the creation of the houses then I decided as it was going to be for a first person shooter I should make it like a red base blue base scenario as it is the most effective for map design.
My one iconic twist was to design a child's swing as if it was hit by a armored truck so was mangled on one side so that it was still able to stand and was created mostly by using the cylinder shape tool and resizing it to look like poles and rope. Most of the creations used the copy tool for creation so I used grouping frequently.
A thing I would like to look at in the future would be creating roofs for housing to make it sloped without using polygons.
Thursday, 11 October 2012
Castle In 3DS max
Creating my castle in 3DS max was more difficult then I previously thought it would be. This would be down to the general interface and lots of different tools to use.
A particularly useful tool I found to use was the Boolean tool, this made it easier for myself to make holes in the object by using another object if it were. At first I found the tool just about completely useless as the operand B tended to be either not the right size or too small to make a hole! After a lot of practice and I mean a lot it became useful to create hollow boxes and or walls for a house in particular and became my most used tool in the creation of my castle.
The other tool which is undoubtedly the most useful thing in 3DS max was the auto grid function this allows you to create a object on top of another object without it falling or passing through the other.
A tool I cant seem to figure out how to use is making more segments for my polygon.
I would like to know if there is anyway to make the castle effect walls without making lots of polygons!
A particularly useful tool I found to use was the Boolean tool, this made it easier for myself to make holes in the object by using another object if it were. At first I found the tool just about completely useless as the operand B tended to be either not the right size or too small to make a hole! After a lot of practice and I mean a lot it became useful to create hollow boxes and or walls for a house in particular and became my most used tool in the creation of my castle.
The other tool which is undoubtedly the most useful thing in 3DS max was the auto grid function this allows you to create a object on top of another object without it falling or passing through the other.
A tool I cant seem to figure out how to use is making more segments for my polygon.
I would like to know if there is anyway to make the castle effect walls without making lots of polygons!
Friday, 5 October 2012
Subscribe to:
Posts (Atom)