Sunday 14 December 2008

To conclude, I want to say...

GOOD JOB guys, we get it done.!!!

Although I think the lighting is terrible, that is my fault really. If we can do this again, I would render all machines in one scene and spend more time to do the light's animation in Maya. But ...yeah, I believe all of us have learned a lot from this project. Both in technical and non-technical..really, i mean, we have not only been working on ''Mayaaaa' but also teamworking, communication and most importantly, friendship. For me, a true learning process is more important than the result we get. I call this a success, no matter what grade we get from the actual thing.

And...back to the work itself, I think we planed everything alright except from the post-production stage. We should leave 2 weeks for rendering and compositing instead of 1. That's all.

Cheers!

Thursday 11 December 2008

Render Day! OH Render Day!

The day we render! Oh boy!


Render Settings of Glory!

Here are my settings. I noticed that you use a couple of different outcomes, but none of it disrupting our final viewings... so it doesn't really matter. Just for your infomation:







Any comments or questions feel free to ask, we've discussed about this before.

My Light! My Light!

Hay team. Here are the final Lighted and and rendered-test models that I have created. It turned out a lot better than expected and I have a bit more inspiration for this project. The hammer is not featured due to problems about light making the model darker, but the Moonlight Ambience Light should cover that when we come to the end. Enjoy!



1. Arcadia - Arcade Station
This suprised me that it worked well. I was worried about the building design that it wasn't going to work well with the whole "funfair" idea, but I was wrong. I really like this, though now... I could prehaps do it greater than before. The inside details are fantastic, shame you don't get to see into it further; I didn't achieve the full arcade as I had planned but I managed to get something worthy. The worst part was lighting the word "Arcadia", as I had to remove the glow texture to make sure the lighting showed. It's not perfect but it works, though I really like the lighting inside. This was also the first time I used the shadows.



2. Dr Green's Bottle Clashers.
It's ok. That's pretty much the short of it. I managed to add a cloth underneath the bottles but the rest is average... not too attraction but not too unimpressed. For the texture scheme I was hoping it be brighter but I just couldn't imagine paint being showed like that in our realism idea.



3. The Wooden Bin.
This our "where's Wally?"




4. The Portable Toilet
I liked the model, I didn't mind the texturing... but the lighting...
Every model (except the hammer) receives a purple lighting resulting from the moonlight or the impact from the Neon glows from the funfair rides. It's fine for this model but I wanted a replacement, another way of showing it... which I just couldn't create for this model.



5. Voltbox - Gate Power

As originally shown on the day I couldn't make it, this is the power to the whole funfair and the enterance to the gate. The original idea was a to have a pull-switch inspired by the "Frankenstein's Monster creation" classic reference, but it just couldn't be seen from Michael's animatic distance. So a replacement red/gree light boolean was used to present the activation instead, and is counted as a worthy replacement. Originally Leonard was set out to design this model but after "fallsbacks" I had to step in. It's a passable model and a improvement on the first models designed for this course, but there's a limit on what you can do with a box.


6. Minigames. Can-do and Firecall.
This as mentioned was one of my own ideas, two activity games set for the funfair. The "firecall" sign worked better than planned, using coloured lighting to show the Neon lighting in the flame. It's a shame you can't see the targets as clearly in the full animatic but at least you can tell what the game is, which was the whole point and purpose of this featured building. The weakness with this one, to me, is the "can-do" title, in which due to the model design that it is too difficult to read no matter what texture I slab at it. That was due to my fault, but strangly enough I didn't have problems reading it when making...
I guess the texture of the building could also be a weakness, but after all the designs and colour testing to gtet it right, I think this is best I can do for this structure.
I'm pleased, how about you?

Bump In, Bump Out.

Ok I just wanted to show you lot Michael's Texture trick, it's an effective method of standing our the work you want to show. This is more of directed to Leonard since me and Michael both know, but this can easily be used as a reminder or workings.
OK then:
First we find the texture in question.

Then we access the bump mapping settings, and set as a the same file as the texture.

Then we increase or decrease the /text/data. So it makes the texture futher in or out to create depth. This is the final example:



Simple enough, but effective. Thank you Michael, you needed to show me something new after the Ncloth.
Oh and since things are going well, this shall be our final cake:

Good times.

Wednesday 10 December 2008

Final Animatic



I'm sure you all have a copy of this playblast. This is an online version.

Tuesday 9 December 2008

Tomorrow I'll

We meet up tomorrow, we should get everything together and start the After Effects work. I'm currently doing the render tests, I don't know if they work but we shall see tomorrow...

This is bad...

My Laptop crashed again, I'm trying to sort our that power supply. It needs to do some sort of scan first (and it has my files on it). I think it be ok but it be too late to come in today. I'm really sorry but I be in as earliest as possible tomorrow and I will work for the rest of the day Michael and Leonard. Why did my laptop have to play up AGAIN? TODAY? I might need to sort it out a bit over the holidays and once I have my files I will continue on the college computers.

I'm really sorry, but tomorrow will be a big days for all us and you will have all your lightings and hopefully renders. By the way... michael what is your phone number?

Thursday 4 December 2008

OK... better

I be fine for tomorrow, I'm going to be in. The Light box is done and I've testing some lights, I can show the rest tomorrow. Meeting you lot later, sorry for being... well... ill?

I won't be in

Sorry for the delay but I have had an awful night, my cold really got to me. I might feel better by tomorrow so I'm sorry I can't come in today. If Jared could be informed that would help too, I might email him now...

For your info, the lightbox preview:



Sorry team, I be fine by tomorrow.

Thursday 27 November 2008

Discussions of the Trio



Ok, the last two weeks are here. We've been timetabling and discusiing what to do duirng this last week, let me recap to remind you lot.

This week we are completing the textures, I've mention I'm having difficulties and I'm hoping Michael can help me test some patterns during this week. But I'm sure I can get it done. Michael and Leonard have tested Lighting and Camera tests so when the final weeks comes we can add this into play and it should be ready to render. Though you're going to need the complete models from us. I like to see Leonard's texture of the Haunted House, Trumpet-Object, gate and ride within this time too. if you're have problems like I am come and meet up this thursday or friday and we can get this sorted out.

It's quite a simple table but we've discuessed the layout and planning some weeks back and it matters to these final touches to get the project to work

Texture previews

Yall. I know you've previewed what I have done with the Arcadia but I waneted to go into a bit more detail about the textures for info. My blog is pretty much me woeing about not liking the textures so you might want to ignore those parts... for now.
ANYWAY:
1. Arcadia "first attempt" wall.
Ok, I'm fine with this. It's a little overbright but you have to remember that attraction is what the funfair is made of, and this isn't captured film and we can show it was we like. While we have discussed about adding patterns I'm still on this case, but I need some help with creating them. I added the extra burnt/blur grey marks to show a little bit of realisnm to the texture, sometimes its a bit strectched out but you don't notice it that often.
2. Arcadia Front Texture.
This might be changed in the future, since it got strectched in example shown in my blog. This was originally going to feature text about what games are inside but it would have been too blurred or edited to be read, and I was happy about leaving it blank. If you want it removed please say so.
3. Arcadia "Arcade" model-stand
Ok, I have already heard about Michael's over-cartoon response to this but if Leonard could talk about too, please say so. I'm unaware of the overbrightness of it and I can use darker colours (or gradients) if needed. But using the "neon lights" effect in maya makes this object stand out for attention and detail for the Arcadia, I might show you a rendered version soon enough. The reason it was drawn this way was that it had to be straight, it would not have worked if I created another "extruded" model since I would overdo the detail again.
4. "Water-Targets Minigame" background clouds.
After suggested by you guys, I tried to add a little bit of realism to my work and I've used this for the background for the Water-Targets minigame. I can replace it with a more cartoony-drawn version of the background but I wanted to try something different this time round. This was using the render - cloud effect from Adobe Photoshop.
If you're interested we could use this technique to create a dark and nightfall sky for the funfair other than darkness, well... if you're interested.
5. Minigames Building Texture TEST
Ok I'm not sure if this texture is complete just yet, but as the title says its for the minigame's walls. Unlike the Arcadia Walls (example 1) I wanted to use a different palette of colours seperating the buildings. You can clearly see that one arrow is bigger than the other and this was a mistake in the works. I've said it was a test and I might redraw it (creating the triangle is a pain). Does it work? See my blog for the examples on the buildings (non-rendered though)
6. Water-Target
Small, effective, custom-made. I love small marks like these, sometimes the easier textures are created it can be better than overdo it with layers upon layers. The examples in my blog turned out quite well. I would have loved to fill the whole funfair with details like this but not all work the same way (depending on the models)
--
I just wanted to fill you guys on how I was working with these, as mentioned texturing is not my advantage right now and I was originally hoping Leonard would be the main player in this stage, I be happy to help you finish the textures, but the main sources are a no-go for me.

Wednesday 26 November 2008

Prepare...

Sorry that I have not posted in a while, I need to get some thing sorted first. I have new posts ready for the BCMM (this) and my personal blog.

Oh and for your notice I have to get the models completed on friday, not tomorrow. I'm having troubles creating the patterns for the buildings since Photoshop is being well... harsh on how I draw. Perhaps Michael you could help me tomorrow and show me how you create your patterns.

I hope things turn out well. More to come

Paul I got a problem with your bottle machine


Maybe it's because the file is too big, it takes apx 5min to load when I try to import it into the whole funfair. And 5min after it just crashes, no model loaded but it does appear on the hypergragh. AND i can't even delete it from the hypergraph so it made me starts over again.

Thursday 20 November 2008

Overall view Snapshot


This will be redone because the hypergragh hasn't been work on yet.

Wednesday 19 November 2008

Models are done... yeah... done

Hay guys, I just like to yet you know that all the models are ready (well from me anyway) for the funfair, I've also included an Extra Portable Toilet and Bins in which we can duplicate for the fair for additional detail. If the texturing goes well next week I might even include a Staff Trailer as well but I rather not discuss some much of secondary interactions.

Ok tomorrow we are going to be doing our final conversation on texturing and showing each other how to stitch (even if we know the basics, so we can all contribute). So far we have discussed to go for cartoon-realism which is neither cel-shades nor First glance realistic viewing, some where in between. But until our discussion tomorrow we have no answer yet.

For your infomation I will be updating my blog with the final models and texturing tests soon or tomorrow in fact, and I hope we can show our group progress more frequently in this blog, so far things are... average.

Stay tuned

Animation meeting in Lecture Theater - Tuesday 25 NOV 12.30-1.00pm

For you guys don't like reading school emails, here is a letter from Mike Smith. Really hope you guys can attend.
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Hi All,

There will be an animation meeting for all students on the course in the lecture theater at 12.30pm to 1.00pm on Tuesday 25th of November. Essentially this will be concerning how to address poor communication between staff and students due to many students not reading their mail. as well as this it will be an opportunity to catch up on some of the main events that will be taking place on the course as well as your opportunity to give us some feedback! Spread the word as clearly many of your fellow students will not read this mail!

See you there,


Mike
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P.S. this is not from me! it's in rave webmail!

Tuesday 18 November 2008

Sorry Michael

My stomach is playing up a little bit today so I won't be able to come to college, so I'm missing out the animation lecture (which I was hoping to go to) and lifedrawing too. I might be ok Thursday (and tomorrow that matter up London - Locomotion)

Sorry, I be on my computer though

Monday 17 November 2008

Good News Everybody!

Well... not great news but still...

I've got new models to show you, the minigames for the fair. And Leonard if you have checked Michael's blog he's managed to get a successful "Ncloth" test for the additional circus tents. It be great if we duplicate them to make the fair with extra contents. I've got a little bit more time and I might work on either the Bumper Cars/extra Arcade machine/Staff Trailer for the funfair.

We see how it comes. Once Michael's got the models I will update my blog with new screenies. leonard if you want the models too come on msn tonight or I gave you the files tomorrow.

Laters... no more cake...

The Maya files

Hay Michael the Maya files are too big to be sent through the email, as you predicted I didn't see you in college today so I was wondering if you come on msn later and I can file transfer them over (should be quick enough)

Say a time, I try and leave msn on most of the time.

Sunday 16 November 2008

ARG

I've got work on Saturdays and Sundays, prepare for the models quite late tonight or tomorrow through disc. I wish I had more time than a couple of days...

Saturday 15 November 2008

Guys can you email me the finished models please?

Maybe this is the best way to do it...just attach the maya file onto email and send them to me...
I should be expecting them by the lastest on Monday morning cos Sunday(tomorrow) is the deadline we set. Cheers!

I'm sure you all know my email address, but just incase you are too busy to open the msn...
My email is: michael_fs117@hotmail.com

Friday 14 November 2008

Constructia

Here are some shots of the workings of the models. I know some of this has been posted already but I never all of the showed the set-up, the stages. Here you go:


The Hammer. This wasn't too difficult to make, it wasn't mainly the fact that some of the vertexs were acting odd, like duplicating or no reason at all from some simple changes. I have a weakness for making the shapes more circular in polygons, in which I need to know a different technique for this



The Grab Machine. This was just annoying. While It took ages to make this compared to the others I learnt more modelling from this than the other models pre-produced. Im happy with it and can't wait for it to be textured.


The Airhockey Table. This causes even more problems than the Grab Machine. The fact that I "squished out" the main table at the start caused extruding and movement problems which if this was animated it would be causing a lot of troubles. I'm happy to know that is not the case and I know what to do in the future.


IN THE WORKS
The Funfair Minigame Stools.
Not much to show here since I'm working on this right now, but it uses the basis of how I make buildings. It should look like the "Arcadia" once done to blend into the style of the funfair.
The Money Dispencer.
Not too much in the ways of troubles, shows what I can create with a lot of extruding and movement. This was meant for texturing though as it can be hard to tell what it is without is other than "a stand".
The Arcade Machine.
This is my most proudest achievement and the main factor of the "Arcadia". It was fast, effective and hardly any difficulties. I wish other models could have done this... oh well.
Well that's pretty much it for now. In future these posts are going to be in my blog as they seem more persoanl to me and I can communicate with the group with plans instead. Oh and finished/new models will have the workings too to prevent double posts.

Wednesday 12 November 2008

More posts... in one day!?

Two new updates to the funfair arcade. The Money Exchanger and the Airhockey. A dancing machine, Driving Game and Pinball Machine might also be planned, seems fine as it is. Here is the money dispencer, in which customers change their notes for coins.
I quite enjoyed designing that one, though its not easy to tell what it is. The next is the air-hockey table. It looks fine but it ha a lot of mistakes in it and was difficult to make, mainly the fact that some parts are sloped which causes some problems. But you wont be seeing or animating this happily enough team.
And here comes the sourcestorm. Same as before for these arcade machines/activities:
And for the unpredictable reasons... here is the updated fair. I get too excited to not wait and post these all in one go. Looks good man...

Here comes the machines...



So another quick update. We now have the arcade machine. Hopefully this duplicated model will have different textures to make the ride look different. I have also used the same joystick controller from the Grab machine. No need to create a different one for a project like this. This took less time and I'm just as happy with this, let's see some more screenies and how it looks in the Arcadia:



As mentioned on the test mapping, not everything will be included. As you can see while I have the room I might not make all the models. So compare what I have with the grid right now team.
And... the sources from image searchings. Please read the last blog as I have photos of Arcade stations in London to come... maybe.

All if good, but what about the buildings? If I have time I might add some more arcade machines/activities, I'm quite enjoying making those "at the moment".
Stay in touch.