Sunday 7 March 2010

The final =(

Thanks to my precious team members: Karen,James, Michelle and Ryan.
The term has now ended, and we've finally finished our Digital Environments project. I would like to thank my team members for our their hard. I honestly had so much fun working with you guys this year!!^^ Was the best experience I had actually working in a team!! Each of us all played a very important role, and seriously without James, our master pieces couldn't have been put together so well so I thank you especially for the rendering job!

Conclusion to the project...
The end result wasn't bad. We aimed to finish everything a week before the deadline to get rendering and editing all done in the last week. However, as I mentioned before the render farm was being a right pain in the B*** so rendering couldn't be done properly. We found errors, corrected them with our tutors advice, but the render farm still refused to work. We all round to the other groups to ask how their projecs were going. ALMOST EVERYONE rendered their projects on their OWN laptops. So we did exactly the same. Out of 5 main layers James and Karen had cleverly split; only 1 and a half managed to render in time for editing, its not as we expected, and half of James efforts in lighting the cave luminously pretty much failed simply because of time.But I guess 1.5 layers is better then nothing right?^^ We're all very disappointed about the render farm. But at least we know how the system works now! -EXPERIENCE!! -
We're all very glad we got the whole footage rendered out, and the fact that we DIDN'T give up even until the very end shows determination! we fought till the VERY end! Its actually a miracle we didn't hand in a playblast, technology was simply dying on us. Fuses breaking, computers overheating, the render farm just not working. Its not as stunning as it should be, and we've already spotted a few errors after it rendered out! So as a team we've decided, as soon as we get back into uni we will sort these out, then render the separate layers again for our personal show reels.
After rendering the missing layers we had, we attempting to start com-positing in after effects. But the software strangely REFUSED to open the layers, so sparks, smoky fog effects and such weren't possible. However, PREMIERE did accept our files! so we composited the rest there. We cutted parts out to make the scene seem more in-tuned with the background music. After adding sound effects and Ryan's and Michelle's Pro opening and credit ending we spotted out one sound effect (the door slamming) was too loud in comparison the the others. But since time was out, and half the group had already run over to the studio for the hand in box. We left it.

I personally think we did very well, considering we're second year students but we never got taught anything on modeling an environment, only characters. There's no point in imitating real life things so much really, it would be easier to pick up a camcorder wouldn't it? We aimed for a realistic look for the cave at first, but that clearly wasn't possible. More time and experience was needed. We're all clearly in the learning process. So its a great start! Being able to work in a caring team, willing the SHARE sources is truly an amazing experience. I would say, I aim had changed during the middle of the term, as modeling and texturing was split between everyone, it became a stylized piece of art. With the luminous lights to give that essence of mysteriousness, the calm yet gentle instrumental, the hard rocky buildings in comparison the the caves shades and forms and the rusty metallic power generator going a bit funky. =D


Heres a few rendered pics^^















1 comment:

  1. Hi Yuki, environmental modelling is much more simple than character modelling... If you know how to model characters then you know enough to build just about any environment. Your comment about animating the real being a waste of time, I couldn't agree more... BUT, the project is about using research skills to expand your horizons a little bit, by looking at the real and historical, or the work of other artists then you can find other ways of working that diversify the range of style on offer in your portfolio. If we were to depend upon the results of your imaginations, without feeding those imaginations in the first place, then what we are left with is a bunch of badly drawn poor imaginings... None of you in your year has an imagination that isn't dealing mainly with stereotypes, cliches, and poorly realised imitations... Hopefully your thinking will improve, along with your creativity, by exposing you to more than empty headed anime drivel... But we're running out of time, one more term until your foundation degree is finished... Are you going to impress us?

    Jared

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