Thursday, December 13, 2018

Senior Portfolio Fall Week 13

Senior Portfolio Post 13
12/13/2018


For this final week of work, I have decided to go back to refine and improve every past animation from this semester.  The goal is to polish up my work for compilation into a proper demo reel.  I think having gone through this semester of work has greatly helped my knowledge and understanding of animation, and also my work ethic and drive for showcasing both personal and formal work.  A lot of these animations I have worked on focus on a different area of interest I set out to practice.  Now, I have brought all of my work together in a single video to show off.  Here is my Fall semester Senior Portfolio.

https://youtu.be/KW6d1uMCby8



Overall, going back to refine everything with everything I have learned throughout has given me a lot to consider for the future.  It also gives me much more confidence and ambition to practice, develop and experiment with more projects to come.  I hope to carry this all over into the next semester of work.



Thursday, December 6, 2018

Senior Portfolio Fall Week 12

Senior Portfolio Post 12
12/6/2018

For this week I have done another experimental project. I have started a new project going back to working with the individual character.  This animation features a "suit up" of the character.  The animation features two models, but one is simply pieces replacing another.  I think using the tricks learned previously to play to the camera come in handy the most for these types of situations.  This is also another project that will hopefully give me a better understanding as I branch out into more advanced models later on.  This animation in particular took longer to prepare due to keeping track of two models at once.  For now, the pieces simple appear and disappear simultaneously in order to insinuate a switching of sorts.  Further down the line of progression, this will change into separate pieces flying in and replacing one another, with more movement to show force and weight.

https://youtu.be/ouAuiqmUrB0


Thursday, November 29, 2018

Senior Portfolio Fall Week 11

Senior Portfolio Post 11
11/29/2018

For this week I have a new set of test projects that cater more towards my plans for the next semester of portfolio work.  I have imported new objects and characters to test out in animations.  There are a couple of mechs I am only using for very simple movements.  I may further explore the capabilities later down the line.  A lot of the projects to come in the following weeks will be much shorter than previous animations because they will eventually be strung  together as a series in the future.  For now, each scene will be separate.

For this week, I have begun exploring other Lego builds beyond the standard characters.  Now I am experimenting with actual builds such as vehicles and creatures.  First off is a mechanical robot suit.  I have gone through demonstrating the most basic points of movement.  This is a build with minimal moving parts for the most part as a bridge between characters and larger builds.  I am considering creating more animations with builds of similar type.  Another future project spinning off of this one combined with previous projects is animating from a first person point of view.  I think that this is a good starting point and I am quickly realizing the capabilities of not just this project, but others I have planned for the next few weeks.

Uplink Mech Test

https://youtu.be/Mu_Mk1Kqg_0


First Person POV Test

https://youtu.be/7c-XG8ixWyg





Thursday, November 8, 2018

Senior Portfolio Fall Week 10

Senior Portfolio Post 10
11/8/2018

This week, I have moved forward with the two previous projects.  I have applied the suggested changes from the last critique, and have further progressed in smoothing out each scene.

The wall flip scene has been further smoothed out in animation, and the timing has been altered for better reading.  Of the two animation projects, this one has had more work emphasis on the smaller details.  Things like the distance from the wall during the jump, and the impact of landing were taken into account from critiques.  The main character is becoming more and more spontaneous in actions, never staying in one position or another for too long.

https://youtu.be/-uLab7xVRGg




The dive scene has seen significant change with splining and holds on animation.  Now, the Lego character moves more fluid, and depending on which segment, they move faster or slower in accordance to the dive motion referenced.  One aspect I am focused on making read clearly to the audience is the flip in mid-air.  In order to show dynamic movement while also maintaining realistic physics, there are a few frames of animation where the character speeds up or slows in order to emphasize the motions.  This hopefully does not detract from neither the realism or simplicity of the project overall.  With that said, I may proceed to make multiple variations of this scene practicing other dive motions in the future, depending on how this one turns out.

https://youtu.be/9KkNojJPLiM






Thursday, November 1, 2018

Senior Portfolio Fall Week 9

Senior Portfolio Post 9
11/1/2018


This week I have begun work on a couple new animation projects.  The first one is a wall jump and flip, and the second is a dive sequence.  Both of these scenes take notes from previous projects and will be utilizing the Lego character models.  The wall jump will take priority, and will be the main focus of work for the next couple of weeks.  The dive animation will serve as a buffer in between periods of work.

So far, the wall jump has been blocked out and splined as per usual.  The main points I want to practice with this animation are contact poses, lateral movement of a character, and fluidity of motion.  I am taking a couple of pointers from references, and ultimately I want to adapt the scene to the style of my previous projects.  The toughest challenges I foresee for this animation are the speed and overlap, which could go many ways in trying to get the best reading by the audience.  I would prefer to keep this scene short and simple for the sake of consistency.  I certainly do not want this to drag on for too long.  The following is my progress for this week.

https://youtu.be/YpGFHil9-wI



The dive animation has only been blocked out at this point.  The key poses have been laid out, with more reference on the way.  I think this animation will be helpful to my practice because it calls for more dynamic poses which may prove difficult with the characters I am using.  I may come up with some creative shortcuts to translate the type of motion over into animation.


https://youtu.be/H8b-VwYEbpE





Thursday, October 25, 2018

Senior Portfolio Fall Week 8

Senior Portfolio Post 8
10/25/2018


This week brought a couple of hiccups for my workflow.  A couple major setbacks with my computer had prevented me from getting much work done for a majority of the week.  However, a couple of fixes have at least allowed me to do a little tweaking.  As a result, I have only done a few edits to the previous few weeks' animation of Lego characters.  Luckily, I am putting this particular project to rest for now, as it has been the center of focus for a considerable amount of time now.  

https://youtu.be/nD584pVvSLM





In the meantime, I put what time I had with Maya (while in class) to work on corresponding class work.  In this case character animation.  Starting off a new scene, I set up a few potential scenes without reference to go with different dialogue pieces.  Here are a few screen captures.  While not a main contribution meant for Senior Portfolio, this project will run alongside and I may or may not post updates in posts as well.







Next week, I will begin work on new animations.  I am not sure what exactly, but I do have a list of potential short term and long term projects to try.

Tuesday, October 23, 2018

Senior Portfolio Preface and Previous Works

Senior Portfolio
Preface

My name is Nicholas Ng, and for this semester of CAGD 493 - Senior Portfolio I will be exploring and experimenting 3D computer animation.  My main focus for these next few months will be practicing and expanding my knowledge of animation concepts, new and old.  The first and primary range of animation involves LEGO models, figures, and other related assets.  The style of animation I aim to achieve with these is akin to projects such as stop-motion, LEGO video games, and the cinematic LEGO movies from the past few years.  The second, supplemental range of animations I want to play with are basic movements and game-type short animations.  For this I will be practicing and hopefully improving my skills with the basics of animation.  Overall, this will provide a nice balance between animation styles, and I can switch over if one area becomes too stressful or uninspired.  For the models and rigs I am using, the LEGO models are semi-custom and based upon real-life bricks and pieces.  For the other animations, I will mainly be using rigs from the BodyMech rig pack, such as the Jack and Herc rigs.  This semester, my goal is to improve my knowledge and understanding of computer animation, as well as learn where I am most comfortable putting my skills to use.





Previous Works


A box weight lift
https://youtu.be/NbM9z-tDVrQ



Quick Game Animation Compilation
https://youtu.be/ILbfovN2Wmk





Scenes from Group Animation Projects
https://youtu.be/dJ1OVghDm3g



https://youtu.be/YP9lJx9D77U

My aim for this semester is to explore and improve upon skills I have developed and feel comfortable doing more of.


Thursday, October 18, 2018

Senior Portfolio Fall Week 7

Senior Portfolio Post 7
10/18/2018

For this week, I have once more continued work on the fight sequence.  More holds and time overall have been added to the scene.  Once again, the impact of interactions between the two characters have been a point of challenge.  However, I think the extra time added has helped me gain a better understanding.  There is now more emphasis on action and reaction, and the ending sequence has been updated.

https://youtu.be/G1y9xgbqABo






A new project I have begun planning out is a showcase for messages made out of Lego pieces.  These animations are being created to be shown off at a convention in a few months.  The goal is to really push the use of Lego characters and objects and get closer to official marketing material.  This will eventually become multiple scenarios with different messages, but the concept overall is the same.  Characters will build or interact with a large-scale message in the scene.  More objects may be brought in as further progress is made.  So far, I have only set up the scene, bringing in the objects to be primarily featured (as far as I have planned) and given the most attention.  More and more objects will be brought in to make the scene more final, that will come when necessary.  This project won't be the main focus of my work for quite some time, but I wanted to get started early so development is not rushed.





Thursday, October 11, 2018

Senior Portfolio Fall Week 6

Senior Portfolio Post 6
10/11/2018

This week, I made progress on the previous weeks' project featuring two Lego characters fighting. I have continued to spline and cushion the movements throughout the scene.  Specific impacts and non-impacts between the characters have been a bit of a challenge conveying to the camera, but suggestions from the past critique have helped.  The camera itself has been shifted around ever so slightly to find the best angle of viewing the animation.  More work is also being done to create a definitive beginning and end to the scene.  So far, the scene is open to have more actions added in, but whether or not such will happen depends on how the initial animation reads.

https://youtu.be/Q8hVShp-YFg


I have also done a quick test to see how the scene works while animated on twos.  There is not much of a difference, and overall it seems choppy without some tweaks.  I may play around with this idea in future incarnations to get closer to a more stylized movie.

https://youtu.be/_UtHS5dIClE


Thursday, October 4, 2018

Senior Portfolio Fall Week 5

Senior Portfolio Post 5
10/4/2018

This week I have begun a new long-term animation.  This animation projects involves multiple Lego characters interacting in a scenario.  One is a brief fight scene where two characters are interacting directly.  I feel the big challenge here is emphasizing the motions and impacts, as well as making the contact between objects seem realistic.  There is a lot more to keep track of even with two figures as simple, as their movements are.  Tricks with the camera may come into play here.  Overall, this is the next step in testing the waters with this style of animation.  This project will take time and development for some weeks, hopefully rounding out into a good showcase of skills.

https://youtu.be/98zPtQ3Yu-4












Thursday, September 27, 2018

Senior Portfolio Fall Week 4

Senior Portfolio Post 4
9/27/2018


For this week I went back to basics of animation and focused on a basic walk cycle.  I wanted to see how familiar I was with controls in Maya, seeing if I could add more finesse to a walk in relation to cycles I have made in past years.  I thought this would be a good starting point if I decide to do more animations of the same style for future entries in this class blog.  I continued to use the Jack rig, and plan to do so for at least the first few string of weekly animations.

https://youtu.be/Oiipoe-vLeE



I continued to build up my idle animation with more fluidity and tweaks to make things more readable as well.  I may do slight variations with the same base.  That way I can stay consistent overall, but also pull from different references.  This first idle animation doesn't quite follow any reference.  This second idle is made to look wacky and sways much wider than the first.

https://youtu.be/iB95WAsa7j4






Thursday, September 20, 2018

Senior Portfolio Fall Week 3

Senior Portfolio Post 3
9/20/2018

For this week I have worked on another short animation with the same style of Lego based characters from the past few weeks.  The first animation features a landing sequence following a brief flight sequence.

Version 1

https://youtu.be/LY4MYyaouqM




Version 2

https://youtu.be/U-0eD7A2eH4



Another shot animation I have done work on focuses more on humanoid game animation.  I have put together a quick idle animation.  To balance out my experimentation with unique character animation, I plan to also do short game animations.  For these animations I am using the Jack rig from the BodyMech rig pack.  For future reference I may also use other rigs from the pack.

https://youtu.be/e46YhM1BizI

Thursday, September 13, 2018

Senior Portfolio Fall Week 2

Senior Portfolio Post 2
9/13/2018

This week I've primarily focused on making sure the character models I described initially work properly.  A considerable amount of work was put into stress-testing these semi-custom character rigs.  I've made a few more videos demonstrating certain actions and capabilities of the characters. The first video is a simple animation of the Lego character throwing a shield with a bit of flair.  The second is a landing animation by another character.

Shield Throw

https://youtu.be/3sXOAoLVx0U


Jump Landing

https://youtu.be/zEZ4UBqWRbA


Thursday, September 6, 2018

Senior Portfolio Fall Week 1

Senior Portfolio Post 1 
9/6/2018

For the first week of portfolio work, I put together a short animation clip exploring the initial ideas I had for the semester.  This short clips show off a few Lego characters demonstrating movements.  The main challenge here is animating dynamic and effective movement with respect to the limited movement of a real life Lego character.  While there are fewer parts to animate on a single figure, it also means a tougher way to convey more complex animation.

https://youtu.be/C-pLzJb4Mpo



In addition, I have compiled a selection of animation projects form previous courses in the CAGD major.  Overall, I think the best course of action to take while filling out my portfolio this semester would be to experiment within scenes, game animation, and other types in between.  Practicing in both fields and having variety in my animations is key.

A box weight lift
https://youtu.be/NbM9z-tDVrQ



Quick Game Animation Compilation
https://youtu.be/ILbfovN2Wmk



Wednesday, May 2, 2018

CAGD 330 Book Development High Poly

CAGD 330 Book Concept
4/30/2018


This is the progress post for the first section of the book project.  I have created a primitive base structure(s) for the book components in Maya, then exported them for specific modeling in Zbrush.  Using the skills from the past few weeks, this is what will make the book more organic, detailed and realistic.


Once in Zbrush, I started to bring out more details such as curves and complex shapes.  I defined the sections that will become the mouth and eyes, and combined the ideas of the face and the waves into the covers of the books.  I also went with the standard weave to insinuate the pages of the book.  In addition, I made subsections for the book edges and the eyes.  They will be the easiest to manage as separate pieces.

Front view

Back view






Wednesday, April 25, 2018

CAGD 545 Animated Short Week 13-16 + Final

CAGD 545 Animated Short 
Rough Llama
Apr 20-May 18

Week 13-14
These weeks were the beginning of the end for this project.  With the animatic on the way to completion, with scenes being updated constsntly, there is a lot to do in order to finish by the semester's end.  The first week was the week of presentations, so there was a lot of feedback on what to do going forward into the final stretch.  There was a  lot of animation to polish from blocked out shots, and some scenes that need to be reformed, swapped around, or cut out.  For me personally, the goal was splining the animation I have already, and applying the notes and comments about timespan and focus.  It seems like everyone is on track to bring it all together nicely.  Another new task is converting from Maya 2017 to 2018, in order to keep the look of the project consistent throughout everyone's work.

Week 15-16

With these final weeks before the end of semester, all work is going towards polishing and completing scenes.  The animatic is nearing completion, with all scenes input and being critiqued for final submission.  So far, I am going through each scene in order to update and better spline the animation as I go.  New objects and environments are being updated, and lighting as well.  All of this is being referenced and re-referenced in order to create the finished product.  Things are looking much better and consistent overall.
The last week was dedicated to cleaning up and perfecting the designated scenes.  The animatic is becoming more and more presentable, with the last updates making sure there is consistency and cohesiveness among the shots animated by different people.  Lighting was a big challenge, and effects every member and their work.  That was the main focus aside from polishing.





Final Product

Sunday, April 22, 2018

CAGD 330 Book Concept

CAGD 330 Book Concept
4/22/2018


Concept references for the Book digital modeling project.


This is a pretty standard book model, which would be nice as a base to work off of.  It is simple with proper book shape.  Adding on aspects of other concepts to this model would be a good start.



This general wave pattern could be reference as is, but also could be made more organic and manipulated to be like more realistic waves on the book.  The grooves provide depth and shadows.


This is a book with a face which could be made more demonic and imposed on the book.  This could make for an interesting dynamic where only certain parts of the book are roughed up, while other things like the binding or frame are still clean and shiny.

 

This would be an interesting model to base parts off of, specifically the ornate side detailing.  It emphasizes components that go outside and around the book, sort of covering other details on the cover and binding.  The belt and buckle may also be an interesting aspect to include.


source: https://www.udemy.com/learn-to-create-awesome-stylized-video-game-assets/

Leftover concepts from the Sci-Fi crate project that may be incorporated.





Friday, March 16, 2018

CAGD 330 Sci-Fi Crate Final Post

CAGD 330 Sci-Fi Crate Final Post


Sledge Amalgam Box

A supply box that randomizes its contents, the Sledge Amalgam Box appears across all sorts of locations across time and space.  When interacted with, this Sci-Fi crate pulls up one of many possible contents, ranging from inventory duplication to giving mass amounts of batteries.  The appearance of the crate comes from others in universe, imitating, but not entirely, trying to be its own thing.  It is made of highly durable material, and despite holding content, the crate itself is quite useful as a physical tool of sorts.  Battering ram or trap switch holders are among some clever uses.  Sometimes, the crate gives another crate, basically becoming a surprise in a box.  The only way to determine a crate’s contents without opening it is to use a decoder that acts as an x-ray through the titanium panels.  In universe, this box is often used for practical jokes and sometimes just as a block to be built upon or around.  These are manufactured by the suppliers of all common crates, the contents of which are decided by sponsors.  They can be bought, sold, and traded as currency in some cases.  They aren’t very serious artifacts, but they vary in importance from case to case.

Concept:

The concepts I used for this Sci-Fi crate came from three main references, crates of their own which I took inspiration from for corresponding panels. The first reference comes from artist Luchador on Turbosquid, whose design inspired two of the side panels.  The second reference comes from Frank Vanderwhel, whose design inspired three panels, one of which was the bottom.  The third reference was used for the top vent panel, inspired by artist Rick SL on Turbosquid.  Overall, I thought of this concept as an amalgamation that still fits as a whole cohesive object.

Workflow Process:

The approach I took to create the initial primitives for the crate was creating quarter portions of each of the six panels, two of which shared the same design based on one concept, and two others in the same line taking after a different concept.  In addition, I had to create separate parts for each panel, such as corresponding inner and outer portions, notches modeled individually to combine with others later on, and buttons that sit on the outside.  Once I was happy with the models of each quarter, I mirrored them out to form the full panels.  I then had to align and adjust everything into the final cube crate shape.  As a final result for the high polygon model, most of the parts remained separate, under a single grouping.  Next, for the low polygon model, I used the quad draw method to trace over and create the new simpler form.  After straightening things out and tweaking to get as close to the high poly version as possible, I formatted the UVs.  It took some time to remember techniques, but eventually the process became clear and finding the right layout for exporting came easy.  The toughest part came in setting up the three models for export: the low, high, and id.  After much trial and error, I finally managed to make the jump over to Substance Painter.  Once there, I went through the motions and came out with a decent set of texture maps to bring back and apply in Maya.  Finally, the model was textured, cleaned, and primed for submission.

Problems and Solutions:

Many of my issues throughout the project came from backtracking due to misunderstanding.  It mainly came down to extensive trial and error and doubts about adhering strictly to the examples and tutorials.  As much as I followed along point for point, the main challenge was exploring and altering things to fit my specific project.  To point out the most concerning road blocks, texturing, moving from Maya to Substance Painter, and combining versus not combining meshes were among the hardest parts.  Luckily, as tough as the problems came, with enough time and effort, I was able to push past and bring everything together in the end.  The true cause of concern was time, seeing as some things were necessary to have completed in order to move on.  The backtracking occurred as each milestone came along, so I needed to take more than a few steps backward to move forward correctly.

Time Frame List:
Concept Development – 3 hours
Modeling – 24 hours
-          High Poly – 18 hours
-          Low Poly – 6 hours
Texturing – 8 hours
Finalizing – 5 hours

References:
-Most videos and other tools in the suggested toolbox for CAGD330.
-Professional Tips For Modeling Complex Shapes: Part 1, 2, 3 by Paul Conner.

Final Model on SketchFab






Friday, March 9, 2018

CAGD 545 Animated Short Week 7-12

CAGD 545 Animated Short 
Rough Llama
Mar 9-Apr 13

Week 7-8

These couple of weeks were all about setting up the official scenes.  Every group member was brought onto the same level of understanding, prepping to move forward altogether.  We learned about properly referencing and coordinating assets and scenes.  We also established shots and scenes for assignment to animators.  We got the layout of the story fully conceptualized and polished to a point where we were all happy with.  There is plenty of room for change all around, which is very comforting going forward.  The large discussion of dividing the story into shots was very helpful and made good progress on giving this project a good basis.
The following week was the first step towards animating the official scenes.  I personally worked on a couple of scenes throughout the overall film, testing my animation style from previous warm-ups against the newly modeled environments.  For the most part, all seems to fit together, and it has so far been a great start given the layout now.  I mainly blocked out the scenes, not going too in depth with the animation flow.  I tried to jump around to simply establish each scene, along with potential cameras for playblasts.  Later on, I can come back and tweak once everyone is on board with scene assignment and camera shot positioning.  As an initial setup, this was a good session.

Week 9-10
These couple of weeks were periods of no class.  In the meantime, my focus was primarily continuing blocking of scenes and animation.  Little by little, I picked out scenes I felt most comfortable taking on for the overall film.  I got more and more used to working with the figs and assets, and my visualization of how the end product may look got a little clearer.  Things are starting to near the end, so after this, we may need to pick up the speed in bringing everything together.

Week 11-12
With another class period to work, everyone is busy with blocking out as many scenes as possible and rendering to make a solid animatic.  In addition, the modelers are continuing work on assets, bringing the scenes closer and closer to their final form.  This will probably be the case for many weeks to come.  An animatic should be assembled soon, as the next step is critique and finalization.
An animatic was finally started, and strung together as many rendered shots as possible to convey our story.  So far, there were plenty of scenes blocked out and a lot of things to improve upon.  Luckily, the story still reads fairly well, and is very flexible and open to criticism and improvements all around.





CAGD 330 Sci-Fi Crate Development Week 5

CAGD 330 Sci-Fi Crate Development 
Week 5
3/11/18

This week was all about fixing things up and preparing for texturing.  Before the big task of exporting to Substance Painter, there were plenty of things to do beforehand in Maya.  First off, I went back to fix up the high poly model of the crate.  I had to backtrack on a few aspects in order to get on the right path.  I think this will work out for the better in the long run.  In consequence, I also had to redo the low poly model due to some misunderstandings in instruction.  Now, I think the models are ready to properly format UVs and export.
After polishing the models, I went in to manage the UVs.  Spreading each part out and separating where necessary was not so bad, but did take time just because alignment needed to be precise.  The overall pallet of UVs was a bit tough to visualize at first, but in comparison between the high and low poly versions, there was a decent idea of what to do.  Overlapping identical parts was essential, and pretty clear since there were many parts that were the same.  Mirrored panels and similar types that would have the same texture were put closer.  Each section set up for texture mapping was then exported for work in Substance Painter.
Once in Substance, it was a matter of finding and applying the right settings to the baking process.




Low Polygon Model






CAGD 330 Sci-Fi Crate Development Week 4

CAGD 330 Sci-Fi Crate Development 
Week 4
3/4/18

For the next step in this project, the objective is creating a low polygon version of the crate model.  Now that everything is together, the shapes can be simplified.  I chose to replicate and simplify by way of quad draw, which for the most part worked out well.  It was a bit of a challenge determining what to leave for the UV and what to re-model.  I ended up merging every panel and modeled out as a whole into a quarter to later mirror and map out for UVs.  There is the base model, as well as separate pieces for inner panels, and the notch indentations.  All have been simplified, hopefully enough to properly match the high polygon version.  Eventually, I will go back to redo and fix both the high poly and low poly models.  Now, the next step is making sure things line up, and applying textures.

Monday, February 26, 2018

CAGD 330 Sci-Fi Crate Development Week 3

CAGD 330 Sci-Fi Crate Development 
Week 3
2/25/18

This week was the last for work on the high-poly version of the crate.  It was a big task bringing every individual panel together, then further bringing them together as the cube shape.  The first part went over well, each of the four unique panels turning out alright.  The hard part was preparing and combining each panel on the corresponding side of the box.  Vertices needed to be lined up properly and polygons enlarged or condensed depending on what transition of the edge or corner took place.  Overall, it was a matter of time and effort put into putting it all together.  The benefits and risks of this method sort of evened out at this point.  



Monday, February 19, 2018

CAGD 330 Sci-Fi Crate Development Week 2

CAGD 330 Sci-Fi Crate Development 
Week 2
2/19/18

This week I focused on bringing all separate components of the box model at the time to a decent level of quality.  The side panels are each shaping up well, mainly remaining flat aside from a few extrusions.  The individual modules that fit inside and out of the crate are so far coming along well, not presenting many problems as far as holding their shape with beveling and fencing.  No big trouble thus far, aside from having to decide what method is best for forming the geometry between primitive and subdivision states.  The biggest issue so far is keeping proper measurements throughout every individual part, so that they fit together correctly later on.  Mirroring the finished quarters or halves of certain parts has worked out fairly well, and has certainly been a help to this process overall.


These will be the inner panels for three sides.  The left will go on opposing ends left and right, while the right will be used as the bottom panel.

These are the base models that were mirrored into the previous pictured panels.  The two halves of a button to the left will be integrated onto corresponding ends of each panel as further texturing.


These inner modules will be combined in mesh and bridges outward to fill the corresponding frame.  Beveling process is being undergone at the moment, and finalization will be necessary before the proposed combination and bridging.


This vent face will be used as the top panel.  Fairly simple beveling and mirroring, but there is room for improvement later on.  If more details come along, this shape is open to change.


These are the main outer frames that will be used for almost every side of the box.  These will soon be duplicated and combined with the corresponding inner panel; then they will be stitched together to give this crate and actual cubic shape.

I want to keep all the components separate just a little longer to allow for any last minute tweaks that could be dealt with easier as they are now.  The next step is formatting everything into an actual cube box form.





Monday, February 12, 2018

CAGD 330 Sci-Fi Crate Development Week 1

CAGD 330 Sci-Fi Crate Development 
Week 1
2/12/18

In the beginning process of this project, I started out by creating primitives and formatting the most basic shapes that will become the main components.  Among the most definitive aspects of the concepts I chose for this sci-fi crate are the main frame borders, the various notches and bordering panels, and the other differently shaped parts that will ultimately fit together as a cube.  Starting up this modeling process, nothing is quite shaped out completely.  Most primitives were carved out and molded to fit the description in the basic form.  Later down the line, as more essential parts come along, hopefully all parts will progress in quality together, so that in the end they come together cohesive and properly.



So far, I have worked off of planes, expanding out and adding or taking away polygons to get the shapes necessary.  The notches will be multiplied and connected as needed, and eventually will form the inner frames that will be bordered.  The line of three frames will also be multiplied and lined up to become the outermost shape of the box.  The raised panel with dips is inspired by the second reference, with belts overlapping on the outside.  The other panel with an inner square will become the base for the vent which can either go on the top or bottom of the crate, depending on final outcome.  The idea is to have this all come together like a modular, with each side being equally detailed, and fitting as one whole.

Sunday, February 4, 2018

CAGD 330 Sci-Fi Crate Concept

CAGD 330 Sci-Fi Crate Concept
2/4/2018

Potential references/concepts for the Sci-Fi Crate project.

This first one I found appealing because of the indentations and potential inlets that could be altered and multiplied.  The outer edge that holds the entire model also has small details that indicate the box has plenty of interlocking parts.  This model is simple enough to grasp in concept, and has enough detail that differentiates each side. While the base modeling for each side may be the same, each individual side from any point of view has it's own modifications.


The appeal of this second box is the various differences in depth on each side.  The individually modeled parts work as one, but at the same time, it can be seen how one area is elevated or depressed.  There are levels that indicate gaps, breaking the monotony of a smooth surface throughout.  This would require a lot of beveling and coordinating opposite ends of the model.


This model has a more complex prompt, with each side not necessarily being a copy of just one or two.  This would require a fair amount of work and attention on each section.  With that said, parts of this model could be integrated with another model to make things easier, or more balanced.





Alternates/Add-ons:

Based off of a Rubik's cube, this shape could work as a crate, and contains a fair amount of detail.  However, this model could be too simple, as a lot of the detailing is the same, and boils down to duplicating just a few sections.  This model would also work as an add-on for another model, or vice-versa.


Models with curves could prove problematic for a project like this.  However, taking simple aspects from these shapes could help when put onto a simpler box model.  The indentation of corners for "inner" face representation of the dice works for a solid object, but maybe not for a crate of sorts.  The runes of the cubes could be a nice touch, but are quite simple and would need much more detailing.


Friday, February 2, 2018

CAGD 545 Animated Short Week 1-6

CAGD 545 Animated Short 
Rough Llama
Jan 26-Mar 2

Week 1-2

This new project started out with the basics of formatting a story and getting a group together.  For this animation, our group consists of six members, and will be called Rough Llama.  For the first couple of weeks, the main goal is to get a solid story set.  So far, we have an idea aiming for a comedic thriller.  This idea has the main character scared and on the run through a creepy location only to be surprised by a funny twist in the end.  The next step after brainstorming is to start storyboarding, and get an idea for how much modeling and assets will be needed.
Week 2 focused on prepping the initial story and getting ready for storyboards and setting up scenes.  So far, our story is pretty solid and has good potential for a final outcome.  We focused on what we need in terms of character models and scene location models.  Groundwork was set for both modeling and animating, which has gotten off to a good start.  We decided on potential rigs for the main characters, and hopefully they will serve the scene well when it comes to animating.  What matters most for this will be clear and concise gestures and expressions, since we are not using dialogue.  After this, the next step is finalizing the story with storyboards, beginning modeling of locations and items, and settling on character models to use.


Week 3-4

The next step in this project was formatting storyboards to get  a good base representation for what we are going for.  We set up the basis for shot numbers and the most important points for positioning cameras and characters.  In the meantime, I mainly got associated with the rigs we are very likely going to use.  The Camera Girl and Laughing Man rigs from the David O'Rielly pack are the main characters.  So far, I have gotten fairly warmed up to using the rigs, testing walk cycles and other motions.  There will definitely be some challenges in making sure they act as proposed and convey actions and expressions well in the actual animated shots.  Some points of potential issue are the skirt, camera, and heads.
The following week I personally focused on test scenes and trial runs of what the final product might look like.  I tried out animating part of the hallway scene, and so far things look good.  We are still getting down the final edit for the overall story, so there is still work to be done all around.  The assets are coming along nicely, so it won't be long before official animation scenes will get underway.



Week 5-6

Leading up to the first group project presentation, our group was still focusing on finalizing storyboards and setting things up.  Assets are well on their way, and in the coming weeks the scenes will be full enough to begin animation within them.  I personally continued work on test shots, taking reference from the storyboards and various movements and gestures.  Hopefully this practice with the rigs will pay off when animating the actual scenes.
Week 6 was the week of our first presentations.  In this first display of our project, we went over the work we've done so far, across storyboards, modeling, and animation.  Overall, there were good critiques and plenty of things to move forward with as things get more dialed in for the final product.


Wednesday, January 31, 2018

CAGD 445 Animated Short Week 15-17 + Final

CAGD 445 Animated Short 
Bad Anchor

Week 15-16
The final weeks were finalizing and prepping all scenes to be put together.  A lot of time was spent on editing the whole project, and waiting on group members to get in one newly edited scene after another.


Updated




Final Product

Here is the final result of the semester's work.  All group members had a hand in the final animation, and I was tasked with stitching everything together in the end.


For future reference, this project was overall a nice starter, a good way to get associated with the work flow and process that goes into a full project.  There were definitely parts that could be improved upon both inside and outside the product.  Within the group, there was good work ethic and teamwork, something that will certainly be useful in the future.  In the animation, there was a lot to be learned about balancing scenes and making them cohesive.  Assets and rigs and environments all needed to be kept in check and accounted for in order to get out the final cut.  Some things were unable to be integrated, but luckily those were meant to be additional content.  The bare minimum requirements were met, and then some.  Overall, this was a great experience, and I feel going through this process greatly improved my abilities in this field.