Archive for January, 2011


Here’s and extremely beautiful piece i stumbled onto the other day. It features some pretty interesting projection mapping and was shot on a DSLR.

Take a look for yourselves.

I’m getting close to finishing the CG part of this project. I still need to put in the 2d lever elements the man will interact with, and i’m not sure about the framing of the hemisphere. I also need to place some dirt down the bottom where the character sits. Then it’s all lighting and animating.

The low poly mushrooms allowed me to practice my hypernurbs. I use heaps of loft, arch and lathe nurbs to make 2d splines(2 dimensional line shapes etc.) into 3d objects, however i don’t use many hypernurbs which help turn blocky animations into smoother models with more polygons, as i’ve always found them difficult to manipulate.

I’m also pretty proud of this chain. Although it’s easy to do, i learned about clone objects and a bit more about modynamics. Modynamics is this really sweet feature in C4D that allows 3D objects to interact with each other, and it can add physics etc. It’s pretty difficult compared to modelling but there are some things that are impossible to animate by keyframing, modynamics is really useful in this regard.

 

Although i’m taking my time with this scene, the reality is that i need to make things look better in C4D, and also be way faster. If i’m ever going to finish a feature animation by myself i’ll need to be very quick, otherwise it will take 5 years instead of the 3 i’m aiming for. It’s really tricky because I want it to look better, yet wish to be quicker at doing it. I guess practice on top of practice is the only way i’m going to get there. *punches brick wall*

 

Anyway, enough of this CG talk that most of you would find boring. It certainly doesn’t help that there’s this whole 3D lingo, FOR EACH SPECIFIC SOFTWARE PACKAGE! That’s probably why CG artists hang out in wild street gangs with other artists using the same package. They’ll totally fuck you up with their polygonal style BIATCH! :p

The next stage is stop-mo dirt and compositing 😀

-PERM

 

So i’ve finally gotten around to creating the Horse Bazaar Panorama i’ve talked about doing. It pretty much involves a man pulling levers in a spherical space. All around this space there will be stop-motion dirt orbiting. When i went out collecting different hues and textures of dirt yesterday i was getting some pretty weird looks. I guess if i was playing with my kid in the sandpit at a park and some disheveled dude comes in and starts collecting sand in containers; i’d be pretty wtf’d out too haha.

The project has started out pretty promising, however the levers will be the biggest gamble. The sphere the man is in will be CG but the man is hand drawn and rigged in After Effects. So the levers might be better off being drawn in because i’m not too sure about the paper interacting with 3d. The other option i might take is to create the levers in Cinema 4D but render them out to flat .tiffs and animate them in 2D space directly from After Effects.

Here’s the character. I’m not sure if i’ll end up making his head float or not. I’ve left him completely white, so he will be coloured more by the lights i’ll put in in compositing.

Here’s the early stages of the man’s sphere. Still need more modelling, texturing, lighting but you can start to see what it’ll look like.

I’m also thinking of creating a tutorial on how it’s done for you peeps out there. I’ll finish it, then spend a day back tracking and i’ll teach you guys one way to rig 2.5d puppets in AE, and some compositing 101. If there’s anything you’d people out there would like to see in the tutorial, flick me a comment or email.

I’d better get back to modelling over 9000 pipes.

-perm

Dogtooth

Of of the more interesting films i’ve seen recently. It’s quite messed up with it’s really good yet unconventional storytelling. I recommend it to all you out there with a spare few hours.

 

No More Excuses!

I won’t lie. I have been slack last year. Although i’ve created and done more in 2010 than in all the years before that; i still haven’t come close to pushing myself hard enough. For every hour i worked at my art, i spent at least an hour playing. Why was i being so slack? Many reasons.

1. I was judging myself by those around me. At my video, animation and art classes, the vast majority of my fellow students are really quite lazy, and i think you’ll find this throughout a lot of the arts in academia. There are a lot of hangers on, wannabe critics who are to lazy or scared to practice what they rip on, and people making excuses for themselves. Although it wasn’t fully conscious, as long as my work and the effort i was putting into it was up there with the 15-10% of people who actually had REAL passion for it, i was happy. This is a big mistake, especially at this point in my life as a creator. I don’t want to compete with lazy people in this city or even in this country, i want to compete with the masters GLOBALLY! Some people take the act of creating as a hobby and that’s ok, but i’m not one of those people. For me the act of creating art, film, music is everything. I’m sure psychologists would have something to say to me about that being an issue but fuck them, the people whose work i admire didn’t get to where they are by ‘chilling out’ and having a great social life. Also, when i admire someone who’s work really influences me, i don’t just want to meet them and shake their hand or whatever, i want to fight them. This may sound weird but hear me out. Although I would consider a director such as ‘M Dot Strange’ for example, an inspiration, a mentor and even a friend; i also consider him my enemy. I want to battle him through our artworks on the world stage. Even though i respect him and his work, he’s one of my targets to beat. It’s a battle with no winners.

2. FEAR. What can i say, fear does get to me sometimes. Fear that i’ll never get anywhere with what i’m doing. Fear that my ideas will never be great. And most of all, the fear that can to get me the most is the simple fear that the piece of work i’m about to start on, will turn out crap. When this happens and you only have the deadline you set yourself, you start to procrastinate and put off working on it; which is totally illogical when you think about it but it’s how your brain reacts. However when you do actually start to work on the project the fear recedes and ideas, energy and creativity start to pour from you. So the lesson here(although it’s easier to say than do, is even if  you feel fear at the start of a project or gig; ignore it and begin as fast as you can.

3. The nagging feeling that i should be out partying and having a great social life. It’s really a case of ‘the grass is always greener on the other side’.  When i’m out partying, drinking and taking drugs or whatever, i get bored and start to feel i’m wasting my time and want to get back to work. After you’ve done it enough you start to realize every bar, party and event is the same, and full of the same types of people. Don’t get me wrong, i like hanging out with my friends but most of the time i’d rather be working on a story or doing some art etc. I fully realized this last friday when i went with a friend to a chiptune event and we got talking about this kind of thing. He is also passionate about his art like me, but when i asked him if he had that nagging sensation, he said he didn’t which really made me think about it. My case probably isn’t helped by things such as facebook, where i read about a bunch of people going out and doing AWESOMEXXXCORE things. Over the years when i became one of those people, i started to realise that it’s all bullshit, . Facebook will always exaggerate peoples lives, almost to the point where being someone and being the perception of someone through facebook become distinctly different.

I’ve decided to choose the path of a creator, and it’s a life i absolutely love. There are many sacrifices that must be made though, and a healthy social life is one of them. I know now that i’m ready to do this.

So it’s a new year and i’m a new(ish) man. I’m getting up at 9am every morning and start work no matter how late i’m up the night before. I get an hour in the morning for shower, food, feed cats and to wake up. An hour at lunch and dinner for meals and breaks. An the rest is work all day every day until 11pm, when i can chill out and watch some interesting movies, anime etc. and probably fall asleep from exhaustion.

Although i will not really be able to keep to this EVERY day as i have to go to classes, gather food, go for a run and pump some weights occasionally; but i will try to adhere to it as much as possible.

RAGE ON!

-PERM

This week I’ve been up to a few interesting things. Besides getting my studio into workable condition, i’ve been doing test renders and preview renders for the cg/drawn collab i’m doing with Monkeh. I’ve got to get all the scenes rendered with correct lighting, camera placements and movement so monkeh knows how the light will fall and he can get started on the frame by frame drawn character animations.

I’ve started to really experiment with lighting as it’s the beating heart of moving image. Every filmmaker should without a doubt study light in detail because it really makes or breaks a shot. As an animator using computer graphics it is extremely important to study how light works and the effect it has on human perception as CG light doesn’t quite function as light in real life. CG lights are just computer equations not burning filaments, phosphorescent matter or the sun, and GI lighting is for pussies who want the computer to light the scene for them.  As i’m lighting large scenes i’m using up to 40 lights. Some of which have dust running through them, caustics(visible light beams) and ambient illumination which is slowing down render times to a snails pace.

The latest shot i just rendered was 375 frames, or about 13 seconds and it took 68 hours to render! I’ve also put the anti-aliasing to 4×4 because any lower really makes the shots look dodge.

(rendering the last few frames after a crash mid render. as you can see 10 frames has taken 1hr30min to render D:)

(part of the scene unrendered.)

 

RENDER RIG:

My RIG system has a 1gig graphics card, 4 core 2.7ghz intel cpu, and 4 gigs of ram which is really not enough. I used to have 4 sticks of 2gig ram which was way faster but so instable i had to pull out 2 sticks.

The next money i come into i’m upgrading  to a new i7 cpu, new mobo, and more ram which will speed things up dramatically. However i’m too pov at the moment to afford much besides rent and food so it might take a little while :S. I’ve also got to look into learning how to set up a render farm if i’m going to follow this CGI down the rabbit hole much further(which i will). I haven’t even gotten into thinking particles, hair or character animation yet which will really push my system to it’s limits.

 

If anyone has any advice on tech shiz or setting up a render farm, send me a message.

Time to go practice for my 1st ever VJ set next Thursday. 😀

__PERM