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Hash, Inc. - Animation:Master

bob

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Posts posted by bob

  1. Hi all,

     

    I'm putting together an Organisational chart for the project and see a lot of "positions vacant":

     

    Technical Directors: These aren't just riggers - I want Modellers who are happy to manage the Rigging and Modelling requirements of the movie - you don't have to be a Rigger or Modeller (though it helps) but ideally you will have some level of managemenr/organisation skills/experience.

     

    Set Managers: I want Modellers who are happy to manage the set modelling requirements of the movie - you don't have to be a Modeller (though it helps) but ideally you will have some level of managemenr/organisation skills/experience. You'll be required to study your allocated set, identify all the modelling, textureing etc requirements, organise modellers, texture artists, liaise with the Art Directors and AD's (and other Set Managers - and me)

     

    Editor(s): Required to edit and put together the animatics, the dailys and completed scenes and assist with editing the final movie. You need to own Premier Pro or the like.

     

    Lead Animators (to be recruited by AD's)

     

    Lighting Directors: You need to know lighting like a second language. I want at least 3.

     

    Texture/Shader Directors: You need to be an expert in Textures and shaders and work closely with the Lighting Directors. You'll be responsible for decals, textures, Matte Painting etc. I want at least 3.

     

    Render Managers: To be determined when we get closer to final rendering - may be the Hash Team itself.

     

    I have some people in mind already for these jobs but I don't want to 'volunteer' you :P so if you have an interest then let me know. (some positions may already be filled - I just don't know who you are so let me know) Note that you will all have resposibility to Bob for getting the work done on time and this means recruiting whoever you need to assist you. Your access in dotProject will be upped to Task Managers so you will need to add and update relevant tasks in dotProject (you can utilise me for this later requirement)

     

    What we have now:

     

    Producer: Martin Hash

    Director: Bob Taylor

    Bobs Assistant: (Vacant)

    Assistant Director: Jim Talbot

    Art Director: Alain Desroaches

    Animation Directors: Robert, Ed, Frank, Zach and Paul (others may be required but that's up to Bob)

    Composer: Chris

    Lead Animators: Vacant

    TDs: Mark Skodacek (I want at least 4 others)

    Set Managers: Lazlo, Vern and Paul Forwood (I want at least 3 others)

    Lighting Directors: Vacant - Need at least 3

    Texture/Shader Directors: Vacant - Need at least 3

    Editors: Vacant - Need at least 3

     

     

    If you think I have missed any position/anyone then please let me know. Note that I am not recruiting for paid positions. However Martins cash is spread out/allocated is up to Martin.

     

    Cheers

    Jim is a most creative, talented artist and modeler and he is the only art director on the movie. Alain is spectacular as well and Im not sure what has been worked out for him.I do know, due to personal matters he works when he can.As much as I care for Jim in 30 years Ive never had an assistant director Im all the babysitter I need.I think its just a little misunderstanding of terms thats all.

    BobT

  2. I had an email from Bob to say that Martin wants these rendered at 1920 x 1080 so I have set one rendering at that resolution. I took out the problematic sappling and replaced it with an old character tree that I started and abandoned months ago. It appears to use a material, or a high bump map value, which is making it look ugly but this tree wouldn't be used anyway. There are lots of things that are wrong with this scene but as it is only a test I'll let it go.

     

    First pass has finished and took 37 minutes so a 4 pass render is going to be upwards of 2.5 hours per frame for a scene with this much particle foliage. I think we could lose alot of the distant particles in a shot like this, replacing them with cookie-cut bushes, but these decisions can not be made until we know what the camera is doing.

     

    I also received news about the render farm but I will leave that to the directors to tell you about.

     

    -----------------------------------------------------------

    Okay here it is:

     

    Oh, wait a minute. the jpg is over 2 Mb so I'll have to compress some more ...

     

    [attachmentid=12764]

     

    Almost exactly 2.5 hours to render 4 pass, 1 ray and lots of particle foliage.

     

    I will continue experimenting with different setups, reducing the amount of particle foliage, and see if we can get that render time down as much as possible. I have some forest proxeys to do for the animators first but we have got a houseful of revelers coming around in a couple of hours so until next year ... have an enjoyable last day of 2005 and celebrate the new year in whatever way suits you. Happy New Year!

    Hi Paul

    I thought Id toss a few detail suggestions in to the mix Id like to see.I left notes on the drwg that hopefully explain the stuff .As we roll along Ill do more but this is a start.I think we need a little less manicured look and lean toward the natural wind and loose foresty feel,not alot mind you but a slight adjustment to the less travelled look.Although I like the ruts in the road stuff I mention on the drwg.dont forget little pools of water left by the rains, giant cobwebs wild mushrooms, bigger than normal ferns ,and moss which I see youve included in your maps great, chips of bark some lightning strike has stripped from the tree.Your birches are great cluster them in groups of 2 and 3.General tree note Dont be afraid to bend the tree trunk shapes and they all dont grow straight many lean left and right as well.

    I love the distant fog your using especially in the purple blue range with green hues forground.Im also a fan of light rays shooting thru the forest canopy My childhood was spent in the woods. you know golden time lighting 45-60 degrees filtered through the atmosphere dust and all{volumetric} .The idea of clusters of light hitting the ground and the rest in shadow Is not only astheticaly pretty but gives the characters a solid footing look as the walk and move on the terrain.dark floor always makes the feet appear solidly rooted with weight.

    Continue the wonderful work Paul we are all in awe of what your creating my friend.

    BobT

    post-8253-1136134475_thumb.jpg

  3. Thanks, Paul and Rodney!

     

    Not beautiful yet but I'm sure that by the time we finish this movie it will all look just right. Lots of decisions for the art directors to make but meanwhile the animators have got somewhere to play.

     

    I am still in TWO minds about particle leaves and I look farward to seeing what the lighting director can achieve and what his conclusions are.

     

    [attachmentid=12719]

     

    Some tree variations.

    those trees are wonderful .

    BT

  4. We don't seem to have any style direction for trees yet, other than 'not too stylised', 'based on real trees', 'impressionist-like', 'must use A:M features' and 'not painted'. But, of course, Bob's drawings indicate a more stylised look.

     

    I imagined that we would be using very detailed models, with modelled leaves, for anything that would be studied close up. Of course with trees we are probably talking about a few branches rather than whole trees that would be in-shot at close range. Anything that would not fall within a certain range of the camera's lens would be a candidate for low-detail models or even cookie-cut. Anything in the far distance would be a candidate for particle trees. Once the camera motion has been established we can treat the backgrounds as seperate layers.

     

    A look and feel has not really been defined and I agree with Paul Daley that at the moment I do seem to be falling into the middle ground with the trees. Maybe I should try a few stylised trees.

    I think the look has to be tied to the character model look..... too stylized and we are off in to mr. mago land to real and it fights the characature of our characters.We find our selves i n the middle. I personally lean toward Ivan earle but its too angular. lets keep experimenting ,the main goal is to look comapatable.I think Paul is actually closer than he knows.In nature theres alot of iregularity and characature already lets think that way.The compostion of the overall shot is very important to me and pushing the scale close to cam and away from cam is neccesary. A few more bends,Dont forget dead stuff in the forest fallen limbs stumps etc.As far a s style Rodans relax and tension is also a good way to think hard edge tension followed by rounded relaxed bends .So far Im very pleased withthe way its developing .One last note I would like to see an occasional breeze swaying leaves or forground grasses ripple . cloud movement, Im a shadow guy so I like lots of shadow patterns on the ground etc.Why not shoot for it all .

    BT

  5. Here's the latest not yet cooked Goose. How do you want the tail? In the sketch it looks like you may want some feathers bunched up - right now I just have a beginning. The mouth isn't done yet and I could use some critique on anything you want me to do differently. I did narrow down the beak. Will the eyes be a problem to animate since the whites are not round? Btw, I have never rigged a character before, so let me know if I need to add or delete splines anywhere.

     

    As far as the wings in the folded position, I guess I will try and add some bones and see if I can get them to lay down.

    She's looking great Eric the tail is just a little flatter thats all if you want to add a tuft or two thats ok too.dont stress out over the wing fold if neccesary we can have 2 geese one with the wings folded and the other having the abilty to open up half to full its a great trick and works flawlessly When you switch em Your almost there .Im not at my usual computer will make a drwg tommorro. tiny tweek thats all Nice job and fast!

    BobT

    heres the drwg I promised wit the tweeks.

    post-8253-1135891819_thumb.jpg

  6. Here is an unfinished render that gives the game away but I like it's 'other worldliness'.

     

     

     

    And here is florabundi awakening. Another test for woodland components.

    Paul your work is looking great !

    BT

  7. David:

     

    I logged on, asked for higher access level and have not gotten a response. Aavers posted a request after mine and has gotten immediate access from you. Am I doing something wrong, or am I not qualified to contribute since I have not finished all the chapter projects from the book. I would just like to know if I should continue on the goose or let someone else do it?

     

    Attached is my start on the head. If I should continue, I would like to get a perspective shot of the head since I'm not exactly sure how the beak should look - got a Donald Duck look to it now.

    goose looks great Eric the bill in the front is narrower thats all it will get rid of donald feel ,also the neck is a little long nice start !and yes you are qualified in my book keep going never let bueruocracy stop you.

    BobT

    post-8253-1135727351_thumb.jpg

  8. They do look great Mike. We're going to use four of them. I have a few things to take care of around the house today and tomorrow, but I'll have the proxy village ready on friday.Since you've got enough nice designs, Mike, half the village is going to be your houses.

     

    I just have one more building that I want to put in there, and it'll look like two buildings together, so that plus my other two plus four of yours, Mike, and we've got our proxy village!

     

    I'd started making terrain for the village using the terrain plugin in V11, but I think it'll come out better if the terrain is hand modeled.

    lazlo do you know where I can get that terrain plug in ?

    BT

  9. I started re-working the loons, but I am having a little problem. I got the stomach flu on Christmas and it's still hanging on. I am working on the loons, but I won't be as fast as I was with the farmhand because of being sick, at least until I am feeling better. I hope that's alright.

    Sorry your sick, me too I got the crud as well I just pretend im fine but then Ive been sick for years ,mentally rest feel better dont push were ok.............

    BT

  10. Ok adjusted the demensions here and there and a few other tweaks, well fixin some mistakes I made actually..........

    these are basically the first two sets of houses re sized, I started to loose my perspective so let me know if it needs more or less or whatever....

     

    Michael

     

    set one.

     

     

     

    Set two.

    They look great nice job! Is Lazlo going to place them on the plan?

    We are getting close to needing a proxy set to animate on.

     

    BT

  11. Surely some one has modelled a bird that we can flap and flock in the first scene. Also has anyone modeled a rooster that we could perhaps tweek. Also we need a shovel for woot to use a s a pogo stick in act 1 also I saw a gorgious axe somewhere perhaps Vern knows, we need that as well for the tin man to juggle .

    If you have these things please post so we can check it out.

    thanx.

    BobT

  12. Thanks Bob. Right back at ya.

    I couldn't resist a quick experimentation with hair. Here's what I came up with. I don't know what you're going for or even if she'll have particle hair.

     

    On a side issue....I hope we can "individualize" all these characters. Like one having a squint, another being abit blind, another picks his nose, another has a nervous twitch, another itches alot, another yawns, another touches his ear, another blinks alot, another bites his nails, another yawns, another has expressive hands when talking, another plays with their hair, another stammers, another has bucked teeth, another has a cold, etc.

    the hairs cool ,and yes thats the corner stone of individual character trait or what I call business I hate talking heads the characters all heve to be doing something ,if the scene calls for it .Ive never made a movie with out it Ken.

    BT

     

     

    Thanks Bob. Right back at ya.

    I couldn't resist a quick experimentation with hair. Here's what I came up with. I don't know what you're going for or even if she'll have particle hair.

     

    On a side issue....I hope we can "individualize" all these characters. Like one having a squint, another being abit blind, another picks his nose, another has a nervous twitch, another itches alot, another yawns, another touches his ear, another blinks alot, another bites his nails, another yawns, another has expressive hands when talking, another plays with their hair, another stammers, another has bucked teeth, another has a cold, etc.

    the hairs cool ,and yes thats the corner stone of individual character trait or what I call business I hate talking heads the characters all heve to be doing something ,if the scene calls for it .Ive never made a movie with out it Ken.

    BT

    Ken please submit the model for rigging ,thanx

    BT

  13. Bob and Jim: I'm pretty sure this is final.

     

    I just couldn't help myself. I had to keep working on him. :) I don't think I am going to be getting alot of sleep, haha.

    He is just wonderful hes approved you bet

    merry xmas and thanx

    BobT

  14. Ok, here's an update. I got the base body done. He stands at 6 foot right now. The proportions are matched to the sketch.

     

    I probably won't be on again until Monday, or at least not alot :). So Merry Christmas to you, and to the politically correct, Happy Holidays!

    wow

    BT

     

    Ha, thanks Ross :). I did make the eyeball more oval shaped. I'm assuming the rigger and animater can give it more of a wide-eyed look when he's animating.

     

    I really don't care how long my character ends up on screen. I model all my characters like they'll be in it 100 % of the time. I want everything in this movie to look and feel like we cared about it. THat way it makes the movie, and A:M, look all the better.

     

    Now I'm really out of here, haha.

    actually these characters will also appear in the crowd scenes and this on will be the guy avoiding woot on the shovel in the opening as well..

    BobT

  15. Bob, if you want anything changed, let me know. I may bring the splines up to her nose to create the laughter line.....

    I have a conflict here... I must say I agree with mr young and he is on the nose with his observations ,however im also a believer in letting everyones creativity shine. so im in a dilemma You will find the root of my intention here on this project is to encourage everyones inate genius, not dominate it with my opinions. I like what youve done ,and no it is not exactly my quick sketch.The real thing im looking for is her soul.She dearly loves her son ,shes a sweet one, simple hardworking, loyal and honest as the day is long and at the moment we see her she is letting her little boy go for the first time on his adventure without her imposing her will and authority on him. Thats what I want to see in her face. I know Im a cornball but however we obtain that is what makes it right .I used some tried and true cliche drwg tricks to attempt to get that. Mr young caught me. Hes very observant.

    But the truth is however you arrive there thats the right way . Sorry to be so long winded.

    BobT

  16. Thanks Nancy. For some reason I just can't get him to match the ref perfectly. Of course, the ref is more a sketch than a fully-done picture. I'm hoping people give me a little leeway :).

    Hes great, He really looks wondeful, you can give your self a pat on the back. You beat him into submission .

    He works perfectly in my view

    BobT

  17. Bob and Jim: The only way I can see giving him such oval eyes is by increasing the size of the eye until it's too big for his skinny head. Plus, the iris and pupil then fill the entire area. I have no idea what to do about this. It's driving my nutty.

     

    Maybe it just the shape of the eyelids. I just can't see it anymore. I'll keep trying.

     

    Just ranting. Like I said, it's driving my nutty.

     

    EDIT: Yeah, I just tried again and I can't get it. So I'm just not going to do oval eyes and then someone else can try to get them after I'm done.

     

    It's getting me so frustrated I'm failry close to giving this model to someone else. UGH!

     

    NEXTEDIT: I think I can get the eyelids to look oval shaped. That's as close as I can get it.

     

    I hope everyone is enjoying my rant, haha.

    deep breath..... inhale .......hold it......hold it......slow exhale ...move on to another part of the anatomy .nothin is worth it getting......I know... lets make the eyes round..there problem solved. take this beer.....

    BT

  18. I see what you're saying. Hopefully, this is an improvement.....

    mucho better.I love the bags under the eyes I dont mind more of that, after all Woots a bit of a burdon.

    gratzi

    BT

     

    I see what you're saying. Hopefully, this is an improvement.....

    mucho better.I love the bags under the eyes I dont mind more of that, after all Woots a bit of a burdon.

    gratzi

    BT

    by the way the bod is great !

    BT

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