At first we had quite specific job roles but during the end of the project, everyone worked on everything. here is a breakdown shot for shot of what i worked on:
I made the opening credits, with conceptual help from sanjay and ollie, I composited it in aftereffects.
I made the opening credits, with conceptual help from sanjay and ollie, I composited it in aftereffects.
For this shot i concepted and modeled and textured several objects, I created and ballanced the lighting and helped to render.
I layed out this shot using the sword Ollie modelled and textured. I also reballanced my lighting to tweak this shot. I then rendered this shot.
For this continued shot i did modelling and texturing. I also used the images of the map that Steph had made and animated an image sequence. I also rendered some of this scene.
For the exterior of the boat i did several models including the masts and sails which i also textured
For the exterior of the boat i did several models including the masts and sails which i also textured. I also rendered this shot with layers. the sky was composited by Ollie
for this shot I modeled textured some objects I animated the camera, rendered did lighting and used render layers.
for the interior shots i modeled the walls ceiling and floor, which were then textured by Ollie. For this specific shot I also made the door frame
I was in charge of these shots in the living quaters. I made and layed out a lot of the models which i then textured and lit. I employed a technique for incorporating DOF. I also then helped conceptulising render layers which were done by Ollie and sanjay. I also re-animated the camera.
I was in charge of these shots in the living quaters. I made and layed out a lot of the models which i then textured and lit. I employed a technique for incorporating DOF. I also then helped conceptulising render layers which were done by Ollie and sanjay. I also re-animated the camera.For this shot I animated everything, then rendered and composited some effects on the sword trail. i set up the camera, lighting render layers and then passed it on to ollie for compositing.
All i did for this shot was the lighting and a background model. all other credit to sanjay!!
all i did in this shot was help conceptualize the lanterns through the fog.
all i did for this shot was suggest to add shadows to the lighting sanjay made
this was my shot shich i animated lit and rendered, then passed on to ollie for comping
With the help of sanjay we made this ending credits sequence using a rendered image set up by me including some of my models, along with text by sanjay, animated by me.
Blog Archive
Tuesday, 11 January 2011
A Lack of Posting and DOF
Hey im really sorry i havnt posted in a while so im afraid it will have to be an essay like post now. Due to being extreemly busy, both with the two uni projects and I have now got myself a job as a runner at Framestore I have literally had no time to blog.
so after finishing my scene it was the first to be rendered. whilst doing this we decided to play with depth of field so I taught myself how to make a camera with a variable depth of field control. to do this:
-create a new camera
-create a distance tool
-parent locator1 to the camera
-go to the distance shape node and conect in 'distance' to the depth distance in the camera shape node.
-affect the fStop and Scale
the frames should now incorporate dof.
so after finishing my scene it was the first to be rendered. whilst doing this we decided to play with depth of field so I taught myself how to make a camera with a variable depth of field control. to do this:
-create a new camera
-create a distance tool
-parent locator1 to the camera
-go to the distance shape node and conect in 'distance' to the depth distance in the camera shape node.
-affect the fStop and Scale
the frames should now incorporate dof.
Living Quaters done and rendered
Ok so the living quaters came out really nicely. After finishing my modelling and texturing we came together and incorporated other peoples work. We then set about with render and lighting tests and finaly set it to batch render using three layers each with a seperate light on it.
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