Wednesday, September 9, 2015
Saturday, August 29, 2015
Update
Here is a quick update, just to let you know the state of progress.
A word of warning though, Snapper was originally intended as a kind of 'proof of concept' for doing movies using UE4 (although—as always seems to happen—the form of presentation has grown a bit). For that reason, the 'Snapper' is the only character that fully appears and moves around. I hope the little blighter is enough to keep your interest!
I've also been thinking a lot about ideas for one-off artwork. The trouble is that, to do them justice, they need to involve a dialog, monologue or short sequence of images. They're best realized as a 'motion comic' style movie (like Pamphlets), or as 'kinetic short story' (like Teasehouse). In either case, from the lessons I learned on those previous projects, the workflow will be simpler. I think I've settled on doing one particular idea, and I'm really intent on it not dragging on or taking too long. It involves one character drawing (+ different expressions) and a 'motion comic' style monologue.
Visitors is still on ice. The next time I mention it will probably be when I release the whole thing (including the earlier frames) as a slideshow. That's because, at this stage, presenting the whole story together will help the impact of the final frames, so that's what I've decided to do.
Regards.
'Snapper' is coming along well. I'm mainly at the stage of editing and creating the motion graphics for the descriptions that appear during the movie. When I've edited together a rough version, I'll go back and tweak some of the animation. At the end of the story, a certain object (I won't say what!) has to fall onto the floor and bounce off it, and since that's easier to create in Unreal Engine, I need to look at one or two tutorial videos regarding physics simulation. In any case, I think the whole movie will be finished within the next two weeks.
I've also been thinking a lot about ideas for one-off artwork. The trouble is that, to do them justice, they need to involve a dialog, monologue or short sequence of images. They're best realized as a 'motion comic' style movie (like Pamphlets), or as 'kinetic short story' (like Teasehouse). In either case, from the lessons I learned on those previous projects, the workflow will be simpler. I think I've settled on doing one particular idea, and I'm really intent on it not dragging on or taking too long. It involves one character drawing (+ different expressions) and a 'motion comic' style monologue.
Visitors is still on ice. The next time I mention it will probably be when I release the whole thing (including the earlier frames) as a slideshow. That's because, at this stage, presenting the whole story together will help the impact of the final frames, so that's what I've decided to do.
Regards.
Friday, August 21, 2015
Monday, August 17, 2015
Update
First, as always, I’d like to thank
everyone for their comments. I haven’t posted anything recently, but as some of
you may know, I’m doing a bit of research into rendering alternatives for
future CGI animations. Nevertheless, I can appreciate that people like to feel
informed about what’s going on, so from now on, I’ll attempt to provide some
updates with regard to progress, even if that doesn’t involve posting actual
artwork.
In addition, (and as a change of pace from
work on the CGI animations) I’m going to try to do some one-off pieces of artwork
each consisting of a single ‘frame’ only. Whatever I start to do always seems
to grow in scale (and effort required) as I develop it, so as a counterbalance
to that, I’m going to do some stuff that strictly consists of one frame only,
keeping to that as a kind of rule. These one-frame efforts could also function
as a precursor to more ambitious projects.
With regard to the CGI side, I’m
progressing OK on “Snapper” using Unreal Engine 4 as the renderer. I’d already
briefly considered Source Filmmaker as a possible candidate for producing
animations, but after receiving a comment about it, I took a more in-depth look.
It’s certainly got some good points (such as automatic lip-synch and creation
of the animation within the application itself), but the process for preparing
custom models is extremely involved, and the rendering doesn’t seem to be as
good as the physically based rendering available in Unreal. It looks like
Blender will get a real time PBR based viewport renderer in around a year’s
time, and if that’s close to being as good as the UE4 renderer, then that would
be terrific! It would mean being able to do everything (apart from editing) in
one application, with instant feedback on the final render. In the meantime, I
intend to produce some stuff using Blender + Unreal.
“Visitors” is on hold at the moment, but
with a little more work, the next frame will be finished, so I’ll be posting
that before too long (probably shortly after I upload “Snapper”).
Regards.
Friday, July 31, 2015
Episode 2.5
First, I’d like to thank everyone for their
encouraging comments. They really are appreciated.
Here is Episode 2.5. It’s kind of a short
extra, and not really part of the main narrative, but I liked the idea, and had
done some work on it before my CG projects went into hibernation. Many of you
will no doubt notice that the 'device' involved owes a big debt to a certain
comedy movie of the 1970’s…
I’ve also been busy with something else.
One of the big 'pains' involved in CG animation is the time it takes to render
the final images. However, the real time rendering now available in some 3D
games engines (especially Unreal 4), is already impressively realistic.
Furthermore, these games engines make the creation of various environments, lighting
and volumetric/particle effects (such as fire, smoke, fog, etc.) easier than in 'conventional' CG animation software. For that reason, as a kind of 'proof of
concept', I’m creating another short animation using a combination of Blender
and Unreal Engine. So, prepare to meet the cruel, disgusting, atrocious Snapper
from the planet Adjustia! If all goes well with that, I’ll produce Episode 3
using the same animation pipeline.
Wednesday, July 22, 2015
Episode 2.5 Coming Soon
Apologies for the recent silence. I'm not very good at multitasking, so Visitors is on hold just now. I haven't been idle, though...
Wednesday, June 24, 2015
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