Wednesday 12 December 2012

Short Character Walk Cycle

Just a quick walk cycle showing movement and that the rig is fully keyed and working.

Character and Rig

Lloyd modelled the base model of the character and I just had to go back and optimise it a bit so it could be properly rigged. Rigging wasn't too technically difficult, the only main difference of our character is that he's made of cubes so they had to be parented to the joints instead of being bound and skinned.




The hacker version of the character is merely duplicated and slightly resized. He also had to have a defining feature like how the main character Cubeman has headphones, Hacker gets a mohawk.
















Rigid Body Dynamics

After some hard work and almost abandoning the whole idea of having dynamics it finally worked on our building in the city scene. I baked the simulation to lessen render time and it turned out to be a pretty decent building explosion.

(Stills from our animation)



The Art of I.Dentity

Final Presentation

Park Rendered Scenes




Tuesday 11 December 2012

Revised Billboard Animation

Frame XIII Studio Title Sequence

Billboard Video Sequence

Render Setting Tests

Our world is designed around a digital aesthetic so we need to have everything looking crisp, bright and clean.
Ive set up an ambient occlusion node on all textures and played around with final gathering settings to achieve a clean effect.









We opted for physical sun and sky with final gathering in the end because it's the most similar to a pastel-like digital world.

Thursday 29 November 2012

Rendering Experiments: City and Park

We were experimenting with lighting, ambient occlusions and global illumination within Mental Ray




Thursday 15 November 2012

Wednesday 7 November 2012

Hacked Storyboard v2

This is just an update on the original storyboard that includes a bit more of the style that we're trying to achieve. The style's cuboid to represent the digital aspect of our animations theme.