Animation Relaxation
[Animation At Ulster University Second Year Blog]
By Matthew Kane
Portfolio: https://www.artstation.com/matthewkane
Showreel: https://vimeo.com/matthewkane


Monday animatic and pre visualisation presentation with Gerard :
I was absent this week as i was unwell but had some work completed for it prior to my absence.
https://docs.google.com/presentation/d/1cIrCcNYHP6G-n74MbE21qDvx1pLfIfuojTLHshzBDMM/edit?usp=sharing
Timeline and organisation:
https://docs.google.com/document/d/1WiCJbiG7BgIIcnWOrKq-BxwRaCAOvyU26f_R2_UH7a8/edit?usp=sharing
Feedback from Alec and Gerard:
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Take out the bit in which we see him climbing the ladder and cut straight to the mid shot of him at the top
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For timing wise, too long is wasted for the day and night cycle
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Take out the secondary character, as this would require more rigging. It may be better to just focus on the character himself, show inner conflict
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Focus on showing full body actions, instead of profile of legs and such
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It might be better to focus on the end where he hits the water
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Cuts too much, consider using the same camera for the part where he freaks out and then use the same camera to show the
Setting the modelling list:
https://docs.google.com/document/d/1TdE5H89G4Kmm2LklpggMhsu0JLRTrHUQlQKWf3tNtgE/edit
Substance painter and unity with Alec on the Friday :
Baking drag and drop button for dirt and stuff does cultivating and hard surfaces painter for games. Model in maya extract maps , Zbrush is the worst for extracting maps. High and low poly Sculpts and normals also.
Starting off easy and complicated mixed causes more problems and more complexity to get trapped and engulfed in.
Light Probing for HDR Environment images for Arnold's Skydomes for our scene to try and replicate the same lighting.
This was very difficult as i couldn't find any so i used the same HDR image as the last project.
https://drive.google.com/file/d/1vawqUlDYbnKj2hdcA8e-WhXrkIKtbe5t/view?usp=sharing
Ai standin: https://docs.arnoldrenderer.com/display/A5AFMUG/An+Introduction+to+Stand-ins
Organise files and correct logical naming and a tidy outliner.
Redo live object , retopologize , bevel smoothing or harshing edges.
Look At Boxtrolls for inspiration for diving dave short.
I looked at Alan Mc Kays Venom VfX breakdown which was free to try and learn more about the VFX industry and how to do different things and to cinema quality. I learnt about alternative methods and uses for 3DS max and how to disect animations and scenes for analysis and and for Visual effects.
Asset Creation :
Lights / Light fittings:
Research:
Me and Katie worked togther on generating and working on the lighting i worked on illuminating scenes that where dark while she created the skydome that would illuminate the main scene trying to create natural lighting effect.
Here is here her research:
https://drive.google.com/file/d/1ysAZOOdPbkyiFQcQjD_sdCN_ydiV6yGh/view?usp=sharing
My research:
I looked at pools and the light fittings and the different methods that pools are illuminated using both natural light and artificial light in the form of spotlights. My father is an electrician so he pointed me to this site thorn lighting with case studies and the lighting for different swimming pools like the light the opacity and reflection of light on the pool. He also helped me with the design by showing me some fittings and the style of the plastic defusers so there is no glare from the lamps which i wanted to try and stop so i keep asking him about my models and if they are similar to something that he would work with so that they would be believable and semi realistic.
Exterior lighting flood lights:
http://www.thornlighting.com/en//solutions/case-studies/sports/tuen-mun-swimming-pool-hong-kong
Go to page 20 to 23
http://www.thornlighting.com/download/led_smart_stadium_int.pdf
I also took some images of the lights in our class and used them to try and create my models here they are:
I also looked at this :
http://www.thornlighting.dk/PDB/Ressource/teaser/DA/TLG_JupiterII.pdf
My models: The one on the right is supposed to have glass or i looked at other things like setting the cover to plastic and changing the opacity to make it semi transparent or looked like blurred glass like i did in my previous projects tests where i needed to increase the index refraction and Arnold render setting to make the glass / plastic material render correctly:
I put the lights into the scene but i need to change emission strength to higher value due to scale of scene being x10. This will also create alot of noise so we may need to crank up the render setting when rendering the final outcome.
Shower:
Research:
My Models:
Placed In the scene:
Drains:
Pool Grate Research :
My Model:
Shower PA Speakers:
I just modelled this off of a basic Pa speaker in any work place that would be located in the ceiling of a room for announcements and in case of an emergency like a fire.
my model:
Pool Speakers:
Research :
My models:
Initial model:
My refined models with alternative brackets:
Final outcome in the scene:
Vent and Humidifier:
Research:
My models:
I then added in the Walls and roof to the scene and cut holes to create holes for windows which i then placed glass for the windows.
Exit Sign :
There was a problem with uv or viewport as the textures would move but then Katie fixed it for e later on using my texture and i then made it produce light and then placed in the scene.
Water spill on the ground creating custom shaders made more sense having a puddle of water for Katies wet floor signs:
Research for layout and design for Shower hallway:
Lighting and symmetry :
Organisation and layout for fans and lights:
Shower drains: I just made from my head
All My asset files:
https://drive.google.com/drive/folders/1inmpGvQAf5XMoPYIOm_VdiYaBvtBOBne?usp=sharing




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