Thursday, 28 April 2011

Unit 10: Model & Metaphors - The Sting

Moving swiftly onto my next project after transcription, by receiving our briefing yesterday, I've decided the first step would be to break down the brief itself, and beginning to branch out my research from this.

Without saying to much after a warning from both Phil and Alan about possible competition, here is a round up of what is expected from the 5 week project.

Creative Design Project

For this five week project you are asked to produce a commercial ‘sting’ for
submission to the current 2011 competition. The ‘sting’ will
need to fulfil the following course requirements also;

· The 'Sting' must contain a CG component.
· It must be 10 seconds in length (Competition Requirement).
· It must be based upon one of the competition audio ‘Sound Beds’
· The piece ‘must’ contain the company logo (Competition Requirement).


· A completed 10 second 'Sting' in a suitable movie file format.
· An up to date blog detailing your progress throughout the project.
· A .PDF version of your blog submitted on disk
· Completion of all technical tutorials.
· A ‘making of’ book detailing the development of the creative & technical aspects of the project
· Preparation for the submission of your competition entry.

In a similar vein to the submission details, there are restrictions, and rules to abide by:

· Nothing too explicit, grim, sexual or violent in the daytime, however it can be naughty, irreverent or provocative after watershed to a degree
· The Entry must be submitted online by 4pm, Friday 1st July 2011, in either of the following formats: WMV, MOV, MPG, 3GP, MP4, MPEG, and be no bigger than 20MB

Keeping this in mind, I'll begin to brainstorm some directions to head in, as well as researching some old and new stings, keeping in mind the audience e4 entertains, and there overall style.

Monday, 18 April 2011

Transcription/Character Design: TEZCATLIPOCA Evaluation

After a week or so of leaving the project to rest, I feel more clear headed to write up a review of how I felt personally this project went for me. Here are some final shots of the Finished Project in mid-turnaround, however untextured due to lack of time towards the end, an issue I will come back to at another point.

This project I feel was successful in a number of ways for me. Firstly, I felt I really gained a better understanding of not only creating a character, and utilising methods we learnt previously in our last character project. Alongside this, being able to 'transcribe' a character effectively from a source, and use the style of the source to break away from my own 'Straight-Jacket' style, using many different methods I developed.

The biggest development from this project for me was translate my 2D designs from Photoshop, to a 3D turnaround in Maya. After shying away from the software for so long, I decided to bite the bullet and just simply get on with it, and although it took many hours, and I didn't quite get to finish the texturing, I learnt more in the last 2-3 weeks being on the job, then I ever had in terms of modelling, especially in terms of games modelling, with poly count expendeture being vital.

I feel this is a new chapter for me in the course, especially in terms of Maya, as I managed to get a majority of tutorials done also, which helped push my confidence even further. Over the next few weeks, I feel in order to prepare myself for the next project, as well as next year, I will need to brush up on some old tutorials such as ones I missed previouslu, and ones im not too familiar with using including rigging and skinning.

Monday, 11 April 2011


Here's an upload of the making of I put together for my presentation of my games character Tezcalipoca


Mental Ray: Rendering

Maya Software - Depth of Field, Focal Distance, FStop

Mental Ray -Depth of Field, Focal Distance, Mia Bokeh Lens, Anti-Aliasing

Mental Ray -Global Illumination

Final Gather - Mental Ray

Mental Ray: Caustics - Raytrace Shadows, Global Illumination, Final Gather, Emit Photns, Caustics

Mental Ray: MIA_Material_X

Friday, 1 April 2011

Dynamics 2: Goals & Sprites

Coming to an end of the dynamic tutorials, here are some that focus predominately on using goals and sprites


Left: Mud Drop/Gravity Field
Right Controlled Mud Drop/Parented Locator