I have worked on the opening shot for the animated shorts that are gonna play before our Synoptic Project's game starts. I wanted to convey the fall of man whilst also show what's left after societal collapse. When trying to do this with the scene I'd already planned out in my storyboard, the result was bleak, lackluster and gave me barely anything to work with.
Also tried to render with fog to bring the focus to the foreground, but it turns out it takes absolutely forever to render~
After recycling a few ideas and producing a few new assets to help with composition, I got to work on a new angle and look for shot 1 which, after animation the focal length on the virtual camera as well as the emission value on the face material, I was more than satisfied with the result!
I'm really impressed with how I managed to quickly reinterpret and use my initiative to put together a new opening that doesn't follow the storyboard and gives me more creative freedom.
What was learned?
One thing I rarely get the opportunity to work with animation-wise, mainly due to the fact I tend to brush over it so I can provide my attention to other things such as flashy transitions, color correcting and effects, is text. Having it fade using opacity and change the overall substance of the text was something I was really proud of!
Another new thing I had the privilege of learning about for the blood and bullet holes on the walls is generating opacity maps. fortunately, I only had to unwrap one face planes before mapping the textures to the surface. What I ended up doing was creating mix shaders that cut out any white/black that make up the background of textures before making the color that remains an emissive red or grey respectively. It was a relief going through the motions of understanding this workflow, especially alongside using the shrinkwrap modifier to stick the blood/bullet-holes to the surfaces!
What will be done differently next time?
Having rewatched the finished composition as well as receiving feedback from both my group members and my brother who specializes in 3D design and has an eye for detail, I'd happily agree with the comments and critiques of the screen turning on. I was told the animation was somewhat boring, simply turning up the opacity on the material with the face in Blender, which I would've happily have animated using an image sequence in another program if I had more time.
Also tried to render with fog to bring the focus to the foreground, but it turns out it takes absolutely forever to render~
After recycling a few ideas and producing a few new assets to help with composition, I got to work on a new angle and look for shot 1 which, after animation the focal length on the virtual camera as well as the emission value on the face material, I was more than satisfied with the result!
I'm really impressed with how I managed to quickly reinterpret and use my initiative to put together a new opening that doesn't follow the storyboard and gives me more creative freedom.
What was learned?
One thing I rarely get the opportunity to work with animation-wise, mainly due to the fact I tend to brush over it so I can provide my attention to other things such as flashy transitions, color correcting and effects, is text. Having it fade using opacity and change the overall substance of the text was something I was really proud of!
Another new thing I had the privilege of learning about for the blood and bullet holes on the walls is generating opacity maps. fortunately, I only had to unwrap one face planes before mapping the textures to the surface. What I ended up doing was creating mix shaders that cut out any white/black that make up the background of textures before making the color that remains an emissive red or grey respectively. It was a relief going through the motions of understanding this workflow, especially alongside using the shrinkwrap modifier to stick the blood/bullet-holes to the surfaces!
What will be done differently next time?
Having rewatched the finished composition as well as receiving feedback from both my group members and my brother who specializes in 3D design and has an eye for detail, I'd happily agree with the comments and critiques of the screen turning on. I was told the animation was somewhat boring, simply turning up the opacity on the material with the face in Blender, which I would've happily have animated using an image sequence in another program if I had more time.
Shot 1 Reflection Blog!
Reviewed by Ben Roughton
on
June 23, 2019
Rating:
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