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"Sansara" - 3rd year VFX short


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29 replies to this topic

#16
Sphoenix

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Thanks dude, yeh we're going for realism / amazing eye candy (as Mario puts it). Because the story won't have any characters for now, it's going to stay between realistic and CG, but with emphasis on real world scale and lighting.

#17
Aldarion

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Lets see some more, all the other effects etc. There's still time, but not that much :D
How are you going to render stuff ? Thinking of perhaps using some point renderer for the particles ?

What about shading of the fluids, comp tests, etc etc.
Would be godo to see all the members of your team posting up what they're working on,
so that problematic areas can be spotted and dealt with quickly and efficiently.

Don't make the mistake of allocationg 90% of yoru time to R&D, and never getting to actually produce
any watchable content !

Stay on top of things, make a tight schedule and stick to it, and you'll do more than fine :D

Edited by Aldarion, 21 December 2011 - 10:21 PM.


#18
Sphoenix

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Stay on top of things, make a tight schedule and stick to it, and you'll do more than fine :D

Which is exactly what we're doing :D

I know you'd like to see more, we're just putting a lot of our time into showreels as they weren't up to scratch. The technical folder is being built and I know there's not a whole load of 3D just yet, but we'll be posting updates through the holidays.

#19
Aldarion

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Looking forward to it. Do make sure you post up your reels as well :D

#20
curlytops

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okeeyy guys we're re-designing our previs and we're now having:
A static shot to start, showing the grenade entering through the window. The start of this shot is realtime and halfway through it it becomes slow motion so keep that in mind.
The rest of the film is now one long shot showing the ivy growth around the room & the slowmotion transformation (which is depicted here in stages by some bad looking geo- dont let it freak you out)

We've got a few versions of each shot that we've put together into two vids that we'd like feedback on..

shot_01 versions x3




Shot_02 versions x4




let us know if you have a fave/general crit.

#21
Sphoenix

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Also, this is a previs version of the ivy process and how it will fit into the new timing.

Video below shows the growth animated along the curves, I've used quite a lot of them to add variation, but might add more if it looks too spacious. None of the attributes apart from timing have been keyed. (I'll begin to key the previous attributes once previs is locked down). Any feedback on how this looks from a fresh pair of eyes would be great.



#22
DigitalSalmon

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Shot02, I like the first one, with the camera in line with the grenade, moving with it. Gives a nicer sense of movement when the camera isnt changing its target direction, just changing its position. Plus is allows the viewer to focus much better on the grenade, as i'm assuming the background will have a fairly strong DoF in that shot.

Just a first years opinion :)

#23
UpGrAdE

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Shot_01 version 3: I like the best because the object of interest in this case the grenade gets nice and close to the screen but not directly in front of the camera which would be a bit boring.

Shot_02 version 3: This is the best shot out of the four because it gives you the opportunity to show off the quality of your render of the grenade and it also has the best framing to keep the audiences interest focused on the grenade.

Hope this helps :)

#24
curlytops

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cool thanks
we're making more changes so they'll be up soonish along with lighting ideas &things

#25
Sphoenix

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I've been modelling the room recently, below you can see a few snapshots from Mudbox.

The 'squeezed' geo around the rule-of-third parts of the room are UV issues, which I'm going to sort out. Main area the camera will focus on will be the window, below it, floorboard, and left wall. This week I'm texturing different versions of the room, so will post updates for that as they come along.

Any feedback would be helpful.

Posted Image

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#26
Moid

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Never cut a window partly through a brick - look at the lower left corner of the window - you make the window the size of however many bricks you don't put in the wall at that point :)

#27
curlytops

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Well spotted Martin, i'll let Burim know if he hasn't noticed already.

Meanwhile, new previs


It's yet to include the new revised positioning of the ivy growth, which may now start from a crack in the brick right behind the grenade as it begins changing; It's been suggested that it might make a bit more sense to connect the grenade transformation/room transformation visually in that way

#28
Aldarion

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Let's see some renders :)

#29
spider black

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Grenade looks quiet low res so far. if this is your hero object in you short then shouldn't you model it with higher accuracy and higher texture res. do you have reference for this grenade or is this like a concept. off course if you this is just an early wip then ignore my comment.

previz looks good so far but it is quiet short. it would be nice if you can pull out to reveal the whole enviroment transformed into ivy etc.

#30
Aldarion

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I guess staring at reference a bit more could help, break it down to small parts, and concentrate on making every section identical to the real thing.

The different material properties, the surface structure, artefacts from the manufacturing process, surface variation caused by handling of the grenade,
the hole from which the pin was released, all those little things.

Just for illustration :

http://www.toptenz.n.../04/grenade.jpg
http://upload.wikime.../20/MkII_07.JPG
http://greatlakesvoi.../07/grenade.jpg

Note that these are more worn etc cause they're old, they don't really use grenades like that anymore, I think.
Probs best to get ColonelMoore or some other gun loony on here to tell you about that.

Edited by Aldarion, 22 February 2012 - 10:36 AM.






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