We had to compress our film using QuickTime and thus the quality was significantly reduced and in areas there was some pixelation which I was not too happy about, however there was no way around this problem as our film was very large in terms of memory. Despite this I am very happy with the overall outcome. I am also pleased that almost every single model was included in the finished film and barely anything was scrapped.
Friday, 5 March 2010
Submission
I am very happy with the project we have managed to complete. It was a very ambitious project however we managed to complete the project in time and still achieve the look and feel we wanted. Our project looked professional and included high quality models.
Thursday, 4 March 2010
Feedback
Wednesday, 3 March 2010
Project Evaluation & Learning Outcomes
I thouroughly enjoyed this project as it was a subject that suited my interests, however this project also provided me with the opportunity to learn from other team members skilled in different areas. I learnt a lot regarding modeling, and I believe I have greatly improved in building 3D models within Maya. I have learnt how to apply textures to my models effectively using the UV Planar Mapping function so as to avoid nasty stretched textures. I now understand the way the hyper-shade editor works and how important it is to name every different texture.
I have learnt how to carry out simple animations. I have learnt how to set up cameras and change their projections and settings. I have learnt the basics about setting up lights within Maya and how to change from one type of light to another as well as changing their settings to light my models effectively and suggest form using light and shadow. This project has also improved my concept design skills in Photoshop, it has improved my compositing skills in Adobe After Effects and I feel more comfortable using the program. I believe that I have become more proficient in editing in as far as timing, rhythm and tempo between shots. I am now more familiar with Final Cut Pro.
This experience was a sometimes stressful yet enjoyable one and will undoubtedly help me next term and has informed me of what to expect next year during the third year. I was fortunate to work with such a talented yet friendly group of individuals who were determined to finish the project. We all had a shared vision and the end product demonstrates that we gelled well as a team. This project has also made me realise how much more I enjoy working in a group. This project has also showed me of the different processes needed in order to create an entirely 3D environment and how much work must be put in in order to achieve the desired product.
Individual Evaluation
As an individual I learnt a lot from this project both in terms of time management and communication to the more technical side in terms of techniques and skills.
The one thing that I should critisise myself for was the fact that I spent too long focusing on the conceptual stage. In the future I must remember to realsise that there is more than just conceptual design. Despite the rather long pre-production stage however, we still managed to finish our project, yet it is something to bare in mind. Having said this I came up with various designs and worked well as a conceptual artist and I believe I contributed to the designs of various elements within the environment. I gathered substantial amounts of research for the team and explored various environment designs. My storyboards however were probably the most important pieces of work within the group as these strongly influenced the final look of the film itself.
Team Evaluation
Problems & Solutions
Communication:
Communication was one of the first problems we had as a group, however we quickly remedied this problem by exchanging mobile phone numbers and e-mails. W also decided to use online messaging applications such as MSN & Skype.
Texturing:
We have had some issues regarding textures when attempting to import a scene from another computer. This seems to be a rather annoying and frequent problem. One way we have solved this is to manually re-assign the textures, but this takes up valuable time. The other day Dan showed me and Tom a way to set the textures by setting the project scene and its textures under source images rather than documents. I have to say that I do not yet fully understand how the texture system works. I also understand that other students have been experiencing similar problems.
Rendering:
The other problem is that some of our scenes are far too complex for our laptops to render in terms of polygons and information. Sometimes it is due to a lack of memory or RAM. However we have solved this problem by dismissing the fly-through approach and exploring the environment by using numerous shots. Thus we do not have to render all the components within a single shot. We have also taken this a stage further by making sure that any environment components not visible within the camera frame are deleted to cut down render time and lag/ delay issues. There is no point in including elements which the viewer cannot see. This is precisely what they do in film, however from the experience on this project, I have realised that using this technique is even more important when it comes to CG 3D environments.
We have discovered that we cannot use the render farm effectively as Qube is only compatible with mental ray and only works with .tiff format textures. We have used many .jpg when texturing, and it would be a painstakingly slow process of re-formating hundreds of textures. There were literally thousands of errors that we would have to had to address. It has also come to my attention that during the last weeks Qube buckled under the pressure of too many projects being uploaded to be rendered which exceeded the memory limit. Numerous projects which were 4 Gb and over crashed the render farm, thus this is another reason why it was a good decision to render locally on our own laptops. Due to these problems we as a group made a conscious decision to render out each scene using our own laptop computers.
We have also decided not to render our scenes with an occlusion layer as we discovered that rendering this layer almost doubled render time. The result did not look too different from the
renders without an occlusion layer. The only way we could include an occlusion layer was by either rendering different layers separately of the same scene on several laptops simultaneously or the the render farm Qube was an option however I have already explained the issue with this method. So we decided to render without an occlusion render in order to cut down on render time.
Progress
I admit that there were on occasions, moments where I thought we were not going to complete our animated environment project or complete it to our liking and we may have spent a week more on concept design than we should have, but in my opinion this extra week provided us with adequate time to come up with some interesting designs. We supported and helped each-other to come up with solutions to quickly remedy a problem. Generally after these scares we focused our concentration and consequently completed a lot of work within a day, which provided a sense of accomplishment. Our project is a particularly ambitious one and has become a rather daunting project to complete during these last few weeks. It will be all the more rewarding once we finish the project.
Below is perhaps my favourite shot of the whole film. This is because of its simple composition, superb lighting, high quality texturing and effective bump mapping. This shot is also very faithful to the original concept and storyboard. It almost looks as good as something from a game. I am very happy with this shot.
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