Some more particle tests using the actual mocap data and my captain character.
https://youtu.be/eyDMsPHPItg A render of what the set looks like with final lighting http://imgur.com/mWIJNpd Here is a test of particles in Realflow with a object emitter from the SD file of the mocap character, a magic daemon attracting the particles and a square emitter with a second magic daemon,
https://youtu.be/GA_AfMN91OE Here is a playblast of the opening shots https://youtu.be/g5us6amvPxc hey guys,
here is some cloud test of the captain and here is a render of the set. https://youtu.be/mam0NiVwqtw http://i.imgur.com/539TlD5.png hey guys,
this is the video preview of how the set looks when the player is controlling the camera. https://youtu.be/cr0ToMRNgiI hi guys!
here is my progress of the set i made for Josh's production in Unreal. The player start is within the grassy patch with player controls already to work with input from the mouse working and input from the VR headset set up but not tested as I didn't have a VR headset at home. The player move axis are disabled so the player can't move. The grass is made with the realistic grass pack which collides with the collisions of actors and pawns which is very cool, the water and footpaths are set up with splines so that are moveable and the landscape just deforms around it and the grass will move as well. Everything else was modelled by me and textured using Quixel which is awesome. So the set is all ready for Josh to import his characters into. http://imgur.com/a/tITEz Final Version is complete! yay!
Real Drive - Don't Text and Drive Foundation: https://youtu.be/f-G05boDbos Showreel: https://youtu.be/Qu7jhpIBk-Q hi everyone!
here is my rolling edit version 7 which may be the last rolling edit I need to export as it is pretty much finished. Fixed minor bugs, the POV camera doesnt pan down so much to avoid the neck breaking effect, added some head wobble when the POV camera is looking down so that it imitates the way people look down but flick their eyes up and back down without moving their head, changed the car pivot point so that the turning circle is more accurate, changed the phone message sound effect through the audio, altered the end splash screen to remove the logos, fixed the blacks being crushed in colour grading, edited the glitch effect a bit more and added tyre screech audio to correlate with braking before hitting the pole. Version 7: https://youtu.be/g3jCx6BYaWM feedback would be much appreciated!! Hi guys,
I got some really cool feedback today from my client with some input into the splash screen at the end. Here is her reply: Oh wow Daniel! It is fantastic, you have done an amazing job. It's been great watching you develop your concept from the beginning. The graphics are great, they work well with the overall game concept too! Unfortunately we will have to remove the sponsors as we need their approval and that would take a long time. But we can leave the Woolworths one as they are happy to support us publicly. Maybe just have sponsored by..... and the Woolworths logo underneath. Thank you so much for your hard work with this. You have done an amazing job and I know Brooke would be very grateful! Good luck for your final week! Regards Vicki Richardson President Dont-txt-n-drive.com Hey everyone,
I got to reshoot my footage today thanks to the good lighting and it works much better than the old footage. I also added some more sound editing and a bit more effects into the shot to make it that bit more impactful! Take a look: https://youtu.be/VO3ErjQY2Aw thaks ello everyone,
here is my newest rolling edit, version 4! It is pretty much very close to the final edit with proper sound mixing and effects done which is pretty cool. Just need to tinkeer and do my showreel now I think. https://youtu.be/Gab8QZFFkcs Hello,
Today i am all about making my production look amazing. I have been experimenting with saving my 'renders' out of unreal engine in 4k resolution i.e 3840x2160 instead of 1920x1080 and at 50 fps rather than the PAL 25 fps to see how it affects the overall quality, you don't really notice the affect the resolution of the images has on the sequence however, the increase in fps and then running the sequence at 25 fps making a huge impact on how smooth the motion looks, it is pretty interesting the affect the original fps sequence has when rendered out at 25 fps. I have also figured out how to import my animation into UE4 from Maya whilst sill using my Control rig which I created for the original concept complete with facial controls and feet controls. I used the controls to animate my hands and fingers to the animation already in UE4 and then baked the keys from my controls onto my skeleton for export. The difficult part was baking keys onto the bone to be able to be exported to UE4 as each individual bone has to be baked correctly from each associated control so that it shows up in the animation track inside UE4, first attempts at baking ended with the skeleton importing with no animation which was very frustrating. I have also been experimenting with Dynamic Link using After Effects, Premiere Pro, Speedgrade and Audition for my workflow. Speedgrade is really cool and something that I hadn't used before so I learnt that today and colour graded my Rolling Edit V3. Here is album of screenshots: http://imgur.com/a/6VAjV , https://youtu.be/HMU7nSz774w thanks Hello,
I have done a lot over the last three days, improved the speed of the overall animation, added a new camera sort of like the stunt camera in GTA and Forza where you can see the front wheel and underbody. I have also changed the way the POV cam rotates so that the pivot isn't inside the head but when rotated looks similar to how a real life pivot point of the eyes would work. Also changed the animation of the steering wheel and POV cam and the way the chase camera folows the car so it looks more like in Need For Speed. So this is the new rolling edit for today: https://youtu.be/WjTfPaY2pHU I have also changed the way the VFX looks due to our lecture on premultiplication and it looks a whole lot better! Just by changing the colourspace of the footage it blends and looks a lot nicer. *I am still using the old footage because I have yet to go and film again. The audio is just preliminary stuff so its not final either. thanks Hey guys!
Made some major improvements on my production including using Substance what-what! I used the substance plug-in for unreal engine and got busy with it and made the most awesome piece of material set up I haver ever made, it looks fantastic! I have 7 different material layers to paint with so I uograded my landscape and the detail and realism improved about 60% with no impact on performance (at least at home because the labs run the engine at less than 5fps...) so that is all dandy. I have also worked on the materials on the car, using some really basic frensel action and normal manipulation I created a car paint material with metallic flecks and physically accurate reflectiveness complete with updated reflection maps! I have also charged up the animation of all the aspects including adding working speedometer and a faked revs and adding a new camera that will go in somewhere. I also played with clour grading within the engine itself which is really cool using a LUT here:https://docs.unrealengine.com/latest/images/Engine/Rendering/PostProcessEffects/ColorGrading/RGBTable16x1.jpgas the default and then modifying it photoshop you can alter the entire look of the rendered image just based the one image! I think thats everything for now! Album showing off the improvements and showing just how complex that damn landscape material was that it all doesnt fit on the screen all the way zoomed out. http://imgur.com/a/hSy1j [s]stuff coming this arvo because i havent uploaded it yet. same stuff i showed in dailies but with improvements[/s]
Hi everyone! Here is the latest rolling edit for my production complete with some sound yay! I have added the moving aspects of the HUD and done some more in engine work on the landscape. https://youtu.be/T8GVNSxfC04 hey guys,
I have finished the animatic for my new story which is here: https://youtu.be/-EE0_WCQagA and i have worked a lot more on my unreal scene and it looks UNREAL... it looks good with some pretty cool under the hood post processing settings and some tweaking with the LODs of foliage to give a more cinematic LOD rather than one more suited for actual gameplay. scene: https://youtu.be/b9fR3hHUFnw Hi friends!
With the advice I got from hages and talking with other people I have created a new set in Unreal Engine and it looks gorgeous! I still need to do some work on the road texture to make it look less gravely and more sealed, I also still need to fix the foliage around the road with a reduction in the amount of grass which will improve performance and need to increase the density of trees along the sides of the road. Here are some screenshots of the viewport without light being built and and a preview of the matinee set up and just some basic post processing settings to have a bit of experiment. Screenshots: http://imgur.com/a/TO8NG Matinee: https://youtu.be/PLDlOfkV0AY Hi errybody!
I have altered my script in light of consult with hages and have come up with this: The story is also changed along with the aesthetic look: Shot 01: Car passes the camera underhead on a highway road. Shot 02: Cut to Car driving into distance along road. Shot 03: (POV): Car drives along the road, can see 'audiences' legs and arms directing the car. Shot 04: (POV): New message sound, the 'audience' picks up the phone off the passenger chair raising it infront of face obscuring road. Shot 05: Cut to rear of car moving toward edge of road. Shot 6: (POV): Driver puts phone down and guides the car back into the lane. Shot 07: (POV): New message sound, the 'audience' picks up the phone off the passenger chair raising it infront of face obscuring road. Shot 08: Cut to rear of car, camera closer to ground and car tyres, car veers toward the edge of road and hit the white stripes. Shot 09: (POV) Cut to Driver dropping phone and on lap and swerving back onto road. Shot 10: (POV) Driver continues driving, phone beeps and driver raises phone to face. Shot 11: Cut to under car, camera right next front tyre and skimming the road as tyre veers off the edge of road. Shot 12: (POV) Driver veers back on to road and brings phone back to face. Shot 13: (POV) Driver hears the road bumping under car, drops phone to reveal tree and grabs steering wheel. Shot 14: (POV) Car collides with tree and cuts to black. Shot 15: Slogan and logo. I will do it in Unreal Engine with realistic aesthetics and VR (Oculous Rift) in mind Hi everyone!
I'm pretty proud of myself for something so small, I spent about thirty minutes creating a clock with a single control that allows me to rotate the hour hand to a particular time and the minute hand rotates accordingly so that the clock shows correct time i.e. at 15 degree rotation of the hour hand, the clock shows the time 12:30, at 90 degrees rotation the clock shows 3:00. this is pretty cool because now I can have the clock moving realistically in the background of the animation without having to manually move it and i have one control to key which affects the time on the clock. it is small but I am pretty proud of it. Other than the clock, I have created the rest of the set for the house and finalised the set for the landscape with lighting in both. In addition, I have almost finished rigging the Mum and Dad characters so they will be up and running within a couple of days. I have only half a car and a truck to model now. That means that next week I can start animating woot! Album: http://imgur.com/a/lla6H hey everybody!
I have run some tests on my landscape and starting on my other two characters - the mum and dad. I have used the same materials as the driver but with altered colours and used a very similiar rig and control rig between them. They are modelled based off the sculpt model out of maya with alterations and low poly reductions and topology change. I have rendered the just a few renders at max resolution and final gather and one frame took only 12 seconds to render which is awesome. so time for renders won't be an issue!! here are some renders and a look at my other characters: http://imgur.com/a/o34l4 thanks! Hey!
I have completed an animatic in Storyboard Pro 5 like we were taught so it looks pretty basic but has the main aspects of what is needed in the storytelling aspect. The animatic feels a bit rushed to me in some parts but I'm not sure if that is me or what is going on so I would like a bit of feedback on it: https://youtu.be/m7cB5EWPpeI Hey guys,
I have found a video on vimeo that is very similar to the style and look that I was going to strive for produced by a German animation studio Sehsucht https://vimeo.com/98120968 however it is a bit cuter than what I am planning on doing so it is more like the aesthetics rather than the story telling. I have already created and tested some assets including the Driver who is low poly but not as low poly as I first thought I would want but I decided it looked better than the very low poly looking characters: https://youtu.be/lCT8U_txmS8 And some renderd of the driver character in all her glory: http://imgur.com/a/pD7TQ and here are some assets I have created and tested rendering: http://imgur.com/a/ivbBW thanks guys! |
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