fredag 19. juni 2009

And its done!

This is my final blog entry.

This blog may not be the most comprehensive one as i chose to spend more time actually producing stuff than blogging. All the stuff i have made should be in here in some form or another, along with some comments. I haven't posted every little problem i faced and choice i made as we neared the deadline, as i was running dozens of test solutions, and barely remember half of them myself. In any case a few sample problems are in here.

Hey, we made it.

Happy vacationings!

torsdag 18. juni 2009

Main mountain

This is the high polygon version of the mountain which we planned to use in up close shots. We used it for most of the shots however, since the high poly model has a far better silhouette. Some troubles arose when seeing the mountain very close in the climb shot and at the top of the mountain, since its so huge as opposed to the characters its hard to get enough detail into one bump and normal map. In retrospect it would have been better to split it up into several parts, using 4096x4096 maps to make it look decent up close. For having 13000 polygons and some rather huge texture maps, it seemed to render quite quickly, however.


Animated scenes

Alston has here just landed his plane, and leaps energetically down to retrieve his backpack. He is relaxed but exited, since he has just spotted something of interest on the mountaintop when flying by.




In this shot the dragon is trying to get its bearings, and is annoyed with being trapped in a shell. His vision is also hampered, so he tries leaping up on the edge of the nest to get a better vantage. He then looses his balance and falls down, letting out an annoyed cry.

SOMETHING I JUST NOTICED: In the finished movie, there is a choppy glitch in the animation at the end of this shot. This does not appear here, and i can then happily attribute that mistake to our compositing guy =D



In this shot Alston walks up to the mountain, appraising it carefully whilst tweaking his grand mustache.





Alston is here climbing up the mountain, and is about halfway through the climb. His mustache snags on a branch, and he slips and falls backwards whilst trying to pull free. Luckily his mustache hangs on long enough for Alston to angle in and grab a hold of the branch.


onsdag 17. juni 2009

Rig choices

I suggested using the puppetshop rig, and after a bit of testing we chose to use it for both characters. The reason being that it can be made to fit just about any sort of character, animation is transferable between rigs, easy to animate, and has very few bugs.

Puppetshop is a free rig made by Lumonix and can be found at http://www.lumonix.biz All the main functions are described in videos at the site.

Short rig/skin demo for the behind the scenes video:

Character design choices

Note: More on the design can be seen on Anders blog, as the was the one doing the concepts

The dragon was given a big head, big eyes, small wings and rather round body to make it look young. The colors where chosen to fit with its natural habitat, though with a bit more saturation and stronger hue to make it stand out more. We went with rams horns to give it a more distinctive silhouette, and other dragons in references also had horns similar to a ram.

Alston is a middle aged/old man. As such we gave him a potbelly and pulled his pants up over it, as old men have a tendency to do. I exaggerated this a bit more than in the original design i think, even going to the point of giving him an old mans ass (hopefully the last time I'll be modeling that, yep). The mustache is his i think gives him the most character, and was made rather oversized to give him a good silhouette, and also to prove a detriment when climbing.

mandag 15. juni 2009

Finalizing blog

Was going to update some WIP's and final animations before anything else, but the 3dsmax license system is down (and has been since friday evening). Gonna upload what i have lying around but it will be fairly unorganized.

Starting with final version renders of character models.



tirsdag 28. april 2009

New mountain topology

Fixed a few issues here and there, and redone the mountain topology, so it can be used for up close climbing shots.

søndag 26. april 2009

Import of mountain

Imported mountain and stones to Max. Only normal maps and a blinn shader, not too pretty. These will need either displacements or a higher resolution mesh to look right, especially up close.


Alston skin test

Think i've managed to get Alston looking rather pale and british with this shader setup. Next is the cap, hat and cloth shader setups but right now i'm sick of shaders.


Two blocked shots with camera so far

Still having a few doubts about the camera in this shot, but i suppose it will have to do (i know, he lost his clothes somewhere along the animation)




The mustache is behaving rather oddly, but i think i'll call this blocked for now.


fredag 24. april 2009

Mountain

Painted the mountain a bit

Matcap white:


















Fastshader:

torsdag 23. april 2009

blocking

Just about done, will be rendering environment from this camera most likely.


lørdag 18. april 2009

Saturday morphing

Thought i'd try out this fancy skin morph modifier to make Alston's hands deform better. As i suspected it had some issues, but after a bit of fiddling and workarounds, i figured it out. Done the thumb for now, not the best result, but its getting there.


fredag 17. april 2009

Mountain update

Still a good ways to go. Having some trouble deciding on form and style.




















Other things done:

- Sculpted Alston's hands so they will be more interesting to look at up close.

Cap improvements

After making new buttons for alstons cap, I discovered that the Zbrush mesh for was somehow corrupted. Came up with a decent workaround:

- Import the cap that was skinned in max (in other cases export to max, import there, check the mesh/UV's, then reexport to Zbrush)
- Append this as a subtool to the old high poly sculpt, and subdivide to appropriate level.
- Make sure they line up perfectly, and are both at the lowest subdiv level.
- Have the new (MAX) Mesh selected, and the old one visible. Hit Project all in the subtool menu.
- Go up one s-div level on both tools and repeat up to the topmost one. (This isnt supposed to be necessary, but i find that it helps a lot with accuracy.
- Review your new mesh details.
- To get polypainting over turn on just RGB in the draw palette, and project all at the higest level. (make sure colorize is on.)

In any case, here is the picture of the finished cap in zbrush:




















Now, have a look at the next problem, this time inside max:














It would seem like my UV's are stretched (thought they where pretty nice really)
Next on the do list: Fix UV's, and make a specular map to get the shader set up for the cap.

Edit: Hmm, cant see to much crap on these. This might be trouble.

onsdag 15. april 2009

Operation make good mountain


So i tried a (Very) quick sculpt on the mountain, trying to get it to fit with the style of the others. Not quite happy, but i guess its something.

tirsdag 14. april 2009

Update!

Right, so during Easter i sort of took some time off. Went about testing some zbrush alpha's and methods for applying them, since the sculpt for the dragon body kinda sucked. Redid the entire thing a couple or 9 times, and figured out that i needed a displacement map to portray it properly. After a lot of testing and cursing and searching tutorials i found some by Jason Welsh on Veoh that was actually damned good. You need zbrushworkflows/tutorials thats the guy to go to. In addition did some animation which follows below.





(I also studied some methods for modeling topology in Zbrush using only the main lines of the body as keyloops, and then use this as controlmesh for further subdivisions. This minimises poles and makes for easy control of mesh changes. Results where pretty damned interesting, but HAS NOTHING WHATSOEVER TO DO WITH THIS MOVIE ;)

søndag 5. april 2009

Alston somewhat exported

It would appear i have managed to unwrap the main mesh, and export the maps for the body. I also tried out a shader setup. Final gather does not seem to agree with my normal maps however, creating a few odd artifacts. If now the skinning and skin morph still behaves this character might actually get finished.

fredag 3. april 2009

Dragon shader test

Did a quick setup of a MR Fast Skin shader. Quite a bit to go on the normalmap as it appears quite lumpy in MAX. The Colourmap needs some more work, and rendering a better specular map is very much needed.


Alston update

Did this some time ago, and some of it is already exported. A few troubles concerning exports makes it easier to just post Zbrush screenshots.




















fredag 27. mars 2009


So far i've put clothes on Alston, sculpted in the details, and put in some skin colour. I've also redone the dragon sculpt and now finished the UV's on the body. More screenshots will follow when i'm done having a fever and sneezing.

mandag 16. mars 2009

How Alston will not NOT walk

So, started blocking out some walking for Alston. Not very useable, but funny none the less.


Dragon fall

Last part of that shot (think). Cameras still needs proper setup.


søndag 15. mars 2009

Cactus

Made a couple of cactuses, quick and dirty. Might work if we put them very far away...


Dragons & Eggs take 2

Did some more. Pretty sloppy animation, and i just now realized the shot is mirrored from what the storyboards said. Meh... Easily fixed. Its just the previs anyway.




Second part. Cameras is higly likely to be different once Aleksander gets his fancy camera rig up, so i didnt other putting them together.

fredag 13. mars 2009

Dragons & eggs

Did some reskinning yesterday, as it got bugged. Started this also. Don't think i'll get time for much today. I'll sit here working tomorrow while regretting the 5 last beers i had this evening.

onsdag 11. mars 2009

Climb scene previs WIP

Just a quick start. Not all the animation is there, timing is off and the camera won't be quite like this.

Dragon basemesh turntable

The base mesh for max in a 360 view. Details will be put in normal/displacement diffuse and specular maps after the previs is done.

Edit: Quality as a flash move is crap, and Final Gather has made a few flickering artifacts. Will do better next time.

Update so far

Things done:

Puppetshop rigging

Dragon character skinning for previs.

Modelled a previs version of the main mountain. Both for full shots and the close up climb shot.

Zbrush
-Tests
  • Import/export
  • Retopologizing
  • Normal, Displacement, cavity, and specular mapping
  • Texture creation and exporting
  • UVW
  • Projecting high poly mesh details between models (Works pretty well, when done right)
  • Texture painting
  • Modelling using textures (I.E using a picture of a rock face to create a 3d model of the same)
  • Texture tests
I have after quite a bit of try and fail figured out how to create models in a non-linear way. One can begin with a simple polysphere and sculpt a character as one sees fit. This works very well for quick 3d sketching, as its quick to sculpt without having to create topology. Also proportions and features are easily changed, allowing testing of many different designs in a short timespan. One can later use Zspheres to create animatable topology.

There are, however several things one needs to be aware of to do this properly, some of these things are not immediately from obvious.
  • After creating new topology with Zspheres, be very sure that all verticies are welded, since when you export it, having to weld them in an external package will change the vertex order, thus making imorting the mesh as the base of a multiple sub-d model in zbrush impossible. There are workarounds, but they are timeconsuming. (This may seem obvious, but spotting unwelded verticies can be very difficult when working with zspheres.)
  • Also, when done creating new topology, append the new adaptive skin as a subtool of the old model. This ensures that the model has the proper scale. If not, Zbrush will employ atandard scaling to the new mesh. Failing to do this willl cause no end of frustration when trying to reimport a UV'ed model back into Zbrush for instance. The Zbrush mesh might very well have a different scale from other tools, and the rescaling toolset is far from good...
Other things to note:
  • Zbrush is particular about UVW coordinates. Do them well, and make sure they dont overlap (there is a tool for checking for overlapping UVW's though)
  • Warning: Zbrush has no automatic save function. Save often and in many files;)
  • Likely quite a bit more to come here...

Puppetshop rigging

Dragon character skinning for previs.

Modelled a previs version of the main mountain. Both for full shots and the close up climb shot.

torsdag 26. februar 2009

Rig test. It walks!

Did a quick test for a rig intended for the Dragon. Seems plausible. (Don't worry it wont actually walk like that, just a test animation.)

fredag 20. februar 2009

Post Vacation Dragon Update

Putting up the current look on the dragon model after having a lengthy winter holiday. Back to work, yes...


tirsdag 10. februar 2009

Final story

OVERVIEW shot of a widespread desert landscape, with occasional slender rock spires jutting up. CAMERA moves towards one of the spires as a small plane flies into view. It flies over the camera and Cut to a FULL SHOT of the spire. At the top of the spire lies a nest with a SINGLE LARGE EGG. It is beginning to crack and move slightly. CAMERA ZOOMs in on the egg. The egg tilts vigorously to several sides, cracking noises are heard and suddenly out pops a head, wearing an eggshell as a hat that obscures most of its face.

FULL SHOT of a MAN just finished having readied his backpack and putting it on. He takes a few steps towards the base of the mountain spire, and looks up towards the top, stroking his tremendous moustache.

FULL SHOT of the DRAGON struggling with getting out of his egg. He tips over, landing with chin on the bottom of the nest, losing his eggshell hat that bounces away. Looking rather annoyed, his face hardens with resolve. He visibly pushes of with all he’s got, and bursts his wings free of the egg, breaking it in pieces. He sits up, shakes himself vigorously, and peers about looking slightly confused and curious.

MEDIUM SHOT somewhere in the middle of the mountain spire the man climbs laboriously into view. His moustache snags on a small bushy branch that’s growing out of a crack in the mountainside. He lets go with one hand to try and free his treacherous moustache. At this moment his other handhold gives out, and he frantically scrabbles to get a hold of the branch. His moustache comes loose with a snap, and he just manages to grab the branch with both hands. He dangles from the bent branch for a few moments, blowing out a relieved, exasperated sigh before continuing his climb.

FULL SHOT up at the top where the dragon is now busy moving out all the other eggs in the nest, so he can have it all to himself. POV shot from the dragon’s position, of a shadow blotting out the sun. He looks up, just in time to see a large net falling over him.
CLOSE UP of a glass jar, which the dragon is falling into. It drops on its behind to the bottom of the jar, looking confused and perturbed. He punches a few holes in the lid of the jar and studies the creature up close, giving of a happy chuckle. Then he stuffs the jar in his backpack and starts descending.

FULL SHOT of the plane as it starts with a good deal of smoke, starting takeoff towards the camera. CUT to behind the “runway” where the plane takes off in a rather uncontrolled manner. CUT to shot from the front where the plane barely clears a jutting rock face in the foreground, knocking loose a small stone with one of its wheels.

LONG SHOT in the air the man flying the plane seems pleased with himself; he’s whistling a merry tune, but suddenly stops when he hears some strange noises coming from the back. He turns, trying to see what’s going on in the back. CUT to inside the back of the plane, where the dragon is floundering about inside. He’s apparently free of the jar, which lies in the background with its lid off. Being entangled in some wiring he begins to chew on them, snapping of a thick one.
CLOSE UP of the rudder at the tail of the plane starting to flap loosely in the wind.

MEDIUM SHOT where the dragon has gotten free of the wiring and flies out of the back, just as the man is having great trouble controlling the plane, its nose turns downwards and it shoots out of view. The dragon hovers in the air for a moment, flapping its small wings considering what to do. However it quickly reaches a decision and races after the plane out of view.

A few moments later the dragon reappears again, carrying the man by his backpack, furiously flapping his wings. The dragon looks pleased with himself. The man also looks pleased, though in a slightly disturbing way. He stealthily slides out a new jar from the side of his backpack and swiftly pops it over the dragon. The man clings unto the jar laughing gleefully as they both fall down together.

onsdag 4. februar 2009

Zbrush sketching

Done a few rough 3d sketches.

Screenshots:


Base mesh & smoothed

lørdag 31. januar 2009

Rough script

A few things have changed, a few things have been cut. Added alternative ending. Still under revision.



OVERVIEW shot of a widespread desert landscape, with occasional slender rock spires jutting up. CAMERA moves towards one of the spires as a small plane flies into view. It flies over the camera and Cut to a FULL SHOT of the spire. At the centre of the spire lies a nest with a SINGLE LARGE EGG. It is beginning to crack and move slightly. CAMERA ZOOMs in on the egg. The egg tilts vigorously to several sides, cracking noises are heard and suddenly out pops a head, wearing an eggshell as a hat that obscures most of its face.

FULL SHOT of a MAN just finished having readied his backpack and putting it on. He takes a few steps towards the base of the mountain spire, and looks up towards the top, stroking his tremendous moustache.

MEDIUM SHOT further up the side of the mountain spire, where the man climbs laboriously into view. His moustache snags on a small bushy branch that’s growing out of a crack in the mountainside. He lets go with one hand to try and free his treacherous moustache. At this moment his other handhold gives out, and he frantically scrabbles to get a hold of the branch. His moustache comes loose with a snap, and he just manages to grab the branch with both hands. He dangles from the bent branch for a few moments, blowing out a relieved, exasperated sigh before continuing his climb.

FULL SHOT at the top of the spire, just as the man puts his arms over the top of the spire, sweating and breathing hard. He’s just starting to pull himself up, when he suddenly gapes in happy astonishment.

FULL SHOT of the DRAGON struggling with getting out of his egg. He tips over, landing with chin on the bottom of the nest, losing his eggshell hat that bounces away. Looking rather annoyed, his face hardens with resolve. He visibly pushes of with all he’s got, and bursts his wings free of the egg, breaking it in pieces. He sits up, shakes himself vigorously, and peers about looking slightly confused and curious. POV shot from the dragon’s position, of a shadow blotting out the sun. He looks up, just in time to see a large net falling over him.

The man produces a glass jar, which he stuffs the dragon into, popping a few holes in the lid. He holds the jar up, examining the dragon with a grin. The dragon presses its hands against the glass, looking uncertain and slightly scared.

Down to the bottom of the mountain again, the man is dropping into view, adjusting his backpack and walking over to the plane. He stuffs his backpack in the back, and jumps in starting the engines.

Shot from behind the “runway” where the plane takes off in a rather uncontrolled manner. Shot from the other side where the plane barely clears a jutting rock face in the foreground.

LONG SHOT in the air where the man is seemingly having trouble controlling the plane. It turns randomly this way and that, sometimes turning upside down. CUT to inside the back of the plane, where the dragon is floundering about inside. He’s apparently free of the jar, which lies in the background with its lid off. Being entangled in some wiring he begins to chew on surrounding wires, pulling things free. CLOSE UP of the tail rudder suddenly beginning to flap loosely in the wind. FULL SHOT of the plane shooting a grand gout of flame out of its back seat, before turning upside down falling out of view. A few seconds later the dragon comes back into view, carrying the man by his backpack, furiously flapping his wings.

Cut to where the dragon flies into a FULL shot of the top of a mountain spire (the same?), dropping the man with a crash to the top of the spire. FADE OUT. (This could be cut in favor of a fade out from the scene with the dragon flying and fading into the end shot.)

FADE IN to the backs of the man and the dragon sitting side by side, dangling their feet over the ledge of the spire. The man feeds the dragon a piece of his lunch, when a humongous dragon-shaped shadow falls over them both. The dragon looks up showing happiness, while the man goes very pale and looks afraid. Screen goes black to a loud, rumbling dragon roar.

ALT. ENDING: FADE IN to the backs of the man and the dragon sitting side by side, dangling their feet over the ledge of the spire. The man holds out a piece of his lunch to the dragon, the dragon opening its mouth to receive the food, but suddenly lets out a huge cone of flame. The man gets his fingers singed, falling backwards, scrambling. FADE OUT.

onsdag 28. januar 2009

Preliminary flowchart

Looks a bit crap, used some program that watermarks the whole picture. Had to use a screengrab instead. Will do for now.

New dragon concepts

tirsdag 27. januar 2009

New treatment

INTRO

A PLANE flies high in the sky, intro text reveals on the clouds as it passes. It flies lower, revealing text on the mountains. We get a close-up of a MAN looking down on the landscape, he lifts his binoculars, and we get a POV shot through his binoculars showing text on the mountains.

MAIN
Back to a CLOSE UP of the man, he seems to spot something. We get a normal POV shot to a far below mountain spire. The binoculars come up, bringing us instantly closer to the spire. On top is a nest with a large egg. It starts cracking and tilts from side to side. CLOSE UP again of the man looking surprised and happy. He lifts the binoculars again, and we see a head popping out of the egg, partially covered by eggshell. The man starts steering the plane down to find a place to land.

LONG SHOT from the ground where he is coming in, the plane wiggling precariously trying to home in on the "landing strip." WIDE SHOT from the side of the plane when it's landing, bouncing several times before skittering to a halt. The man climbs out, shouldering a backpack. He walks over to the mountain spire, looking up its length.

Spitting in his hands, and rubbing them together, he leaps up to grab a hold of the closest ledge, and continues to climb.

Goes to FULL SHOT of the man climbing vertically. One of his handholds gives out, and he’s left hanging by one hand. He uses the momentum to swing around and grab a crack on the opposite side, now hanging with his back to the wall. He lets go of the first hand, grabs onto his other hand and pulls on upwards.

MEDIUM SHOT at the top of the spire, just as the man climbs over the top, sweating and breathing hard. He stands up with his hands on his knees, trying to recover his breath, when he suddenly gapes in astonishment.

FULL SHOT of the dragon bursting free of the egg, sitting up and peering about confused. Suddenly a shadow looms over it, and it looks up, just in time to see a large net falling over it.

Out to the man holding the net up by its handle, grinning and examining the dragon. He produces a glass jar, which he stuffs the dragon into, popping a few holes in the lid. He happily stuffs the jar in his backpack, taking a final look around. Satisfied, he drops himself over the ledge, climbing down.

Down to the bottom of the mountain again, the man is dropping into view, adjusting his backpack and walking over to the plane. He stuffs his backpack in the back, and jumps in and starts the engines.

Shot from behind, where the plane takes off in a highly uncontrolled manner. Shot from the other side where the plane barely clears a jutting rock face.

Well into the air, the man is flying along. Shot from the back where the jar is popping out of the backpack, rolling into the seat. The dragon is floundering about inside, trying to free itself from confinement. The jar rolls onto the floor, shattering. In the process the dragon is entangled in some wiring. Struggling it begins to chew on the wires, suddenly getting electrocuted. It gets angry and blows out a gout of flame. This breaks the tail rudder controls, and the man loses control of the plane.

Shot where the plane is waving about, moving generally moving back where it took off. The man yanks on the joystick in desperation, and yanks it off. The plane drops straight out of shot. CAMERA pans further in the direction it was originally moving, and after a short while the dragon is flying into shot, carrying the man by his backpack.

The dragon is vigorously flapping its wings, barely making it atop the spire with the nest. The man is dropped onto the top of the spire in a heap. FADE OUT.

FADE IN to the man and the dragon sitting side by side, dangling their feet over the ledge of the spire. The man feeds the dragon a piece of his lunch, when a humongous shadow falls over them both. The dragon looks up showing happiness, while the man goes very pale and looks afraid. Screen goes black to a loud, rumbling dragon roar.

mandag 26. januar 2009

Group picture


Members of our group.

Early treatment

This is the first treatment, written down by me. We chose to dump this in favour of something the others felt would be more exciting and less "standard."



An EGG bounces down a cliffside, hitting a branch, and is launched off into the air. It lands in a nest. Soon after, it starts cracking, wiggling and bouncing. Finally a head pops up, partially hidden by an eggshell (pretty much like a hat). The creature in the egg further struggles to free itself, and manages to fall out of the nest. It falls over flat, its “hat” falling off, revealing the head/face. It’s a DRAGON.

The fall has further cracked the egg, so that the dragon manages to burst free with its wings. It shakes off the eggshell, looking around. CAMERA switches to a close up of an OSTRICH, that’s blinking and tilting its head from side to side, looking curious. It looks none too bright.

The dragon looks up, making a questioning sound. The ostrich blinks a bit more, before turning around and motions with its head for the dragon to follow. The ostrich moves off, and the dragon looks after it for a bit before following, not yet sure of how its feet work. It sees that the ostrich is getting distant, and starts to hurry along, looking quite clumsy. After nearly catching up it stumbles on a rock, falling flat on its belly, making it blow out a ball of flame, that hits the ostrich directly in the behind. The ostrich howls, and leaps into the air. It gets very angry, and points the dragon off back to the nest with its wing, squawking. The dragon looks confused but gets the point after getting another admonishment.

The dragon sits and sulks outside the nest while the ostrich wanders off foraging for food. The Ostrich wanders into a dark valley, oblivious to its surroundings. A PREDATOR stalks the shadows, closing in on the ostrich. It pounces, the ostrich barely avoiding its claws, losing a few of its scorched tail feathers in the process. The predator chases it around, the ostrich running around squawking in a big circle. The predator corners it, getting ready to move in for the kill. Suddenly it yanks to a stop, a confused look on its face. CAMERA shifts to focus on the dragon biting the predators tail, trying to pull it off. Predator yanks its tail, tossing the dragon into a nearby wall. It starts bouncing and sliding down the wall, while the predator closes in on the ostrich again. Dragon flaps its wings to get clear of the wall, but they aren’t strong enough to support it, so it falls to the ground, landing on it's behind. The predator turns to look with a growl, just as the dragon lands, the landing making it burst out humongous gout of flame, scorching the predator and turning it black. It crumbles to ashes.

The ostrich forgives the dragon for its previous scorching, inviting it to follow along again. They start trudging along, with the dragon walking behind, when again it stumbles in a rock, falling flat. Screen goes black to the sound of the ostrich screaming.

Concept art

Rough concept tests. Mostly dragon design.

Story

We now have a preliminary story put together at a group meeting. We had already written a treatment, but chose to dump it. It will be posted later.