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Showing posts with the label Auto Desk 3DS Max

Design Practice 2: Animation: Work Submission

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My main ideas and intentions that I was trying to express in the project were: To collect and portray a direct vision of visual styles, moods and personal interests that were inspirational to me in the past and present and reflect them into a current project. For the audience to reflect on my work and be able to find similarity’s to conventions of the horror genre, specifically through sound, lighting, props and overall mise en scene. For audiences to be drawn into a realistic environment and experience a consistently interesting journey, I wanted the viewer to feel almost mesmerized by the travelling motion of the 1st person perspective, picking up on fine details along the way. Creating a genuine 1st person perspective that would mimic that of a real life theme park ride, using camera movements to replicate emotions such as being shocked and then jumping backwards. Using the camera as tool to explore the different possibilities of a 3D world through experimentation with angles, rath...

Design Practice 2: Animation: Development (3)

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3rd person perspective of boat moving through water Swamp Plant Life Fire tourches, waves & bridge I am in the final process of incorporating my created props and scare scenes into the mechanics of the ride, It's a slow process as I have to check between the perspective viewport and the camera viewport to confirm what the audience will actually see when rendered. I don't want my boat to go through walls or my underwater crocodiles to be visible before I want them, this would ruin the realism and shock values. I want the audience to feel as drawn into this environment as possible, letting them experience the journey spontaneously rather than picking up on errors. Other interesting things to mention - I have viewed real life footage from existing theme park rides to remind myself what a first person perspective would look and feel like on a ride, the view of a person would normally be constantly changing due to a mixture of involuntary head movement from the shaking of the ca...

Design Practice 2: Animation: Development (2)

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I have decided that my haunted ride will be slightly immersed from ground level in the water material, to adapt my cart to this I have decided to create a tribal boat which will move on top of the water. I have also now started applying bitmaps and materials to my props to make them look realistic, I had to choose suitable woods to blend in with my swamp/tribal area. Collection of images below: Transition between live footage and modeled, the tribal themed canoe Finalised canoa with material added, bump map increases the age of the wood Tiki Tiki hut with added wood materials, roof needs further work Simple modeled tiki mask made form splines and bitmaps I am also in the process of creating a space warp water section, I am able to create real life physics through the Havoc engine, My water detects the mass of and objects and produces the suitable waves when an objects impacts, It also detects wherever or not an objects mass will float in the density of the water. I'm quite confu...

Design Practice 2: Animation: Development (1)

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I am currently working on tribal themed props and scare scenes for my haunted house ride, I have completed the track layout and motion for my my track through a mixture of motion paths and sweeping lines, I stuck to my previous sketches for the inspiration and for reference while modeling. I have learnt how to apply bitmap materials to 3D objects which will help drastically in making objects look realistic. What I have Produced so far: 1st Tiki Tiki hut design, with hair and fur effect hay roof 1st design of spear, which will poke out of water The virtual representation of my track layout

Design Practice 2: Animation: Brief

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It's a new years and with it brings a new design practice, I have progressed onto design practice 2. This module focuses on improving my skills and knowledge in a range of media, and ultimately influencing me to select a path to continue onto level 2. It's all about helping me realise the purpose of media and building up a portfolio. My first project is an animation one, I am to design, build and animate a amusement park haunted house ride, It must have the correct virtual space so that it would fit into the Waverly theatre, the aim is to provide the audience with a few scares and to draw from my own storyboards, ideas and sketches for influences, which can be anything I want. I began setting up the structure of the Waverly theatre in 3DS max on Tuesday, we were enlightened to tools such as stretch and the custom line tool, this would allow me to create doors and windows where ever I desired and to free form a basic track to which my cart would move. The possibility's of th...

Design Practice 1: Animation: 2nd Edit

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Here is my final 3DS max animation for the design practice 1 module, The main addition is the camera scan of the swords at the start and the plunging into water. I believe It adds a little adventure.

Design Practice 1: Animation: Work Submission

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I have produced and rendered two stations idents, one with sound and one without. The one with sound may need some minor tweaking and I believe the quality is reduced because access to adobe premier, to add the foley was unavailable . There isn't much to discuss at this stage until I am requested or decide to refine and alter, I doubt major changes will be necessary to the shapes and models, more likely the colours, formats and camera angles will be an issue. Here they are, in all their glory:

Design Practice 1: Animation: Analysis, Synthesis and Planning

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Now I have the basic concepts and designs for my animation, but have made no solid judgements or sense of the development stage, I like to identify the implications of my inspirations and brainstorming before I continue with later processes. This allows me to learn further and avoid possible problems arising in the future. I  adapt any new ideas created by my analysis/synthesis at this point and usually incorporate them into my current project. Analysis involves listing as many questions as you can think of regarding your project. The questions will vary from project to project but usually the majority of these questions are the same, whatever the project you are attempting. the Synthesis is the following section in the design process and is a list of answers. Quite simple really. 1) What software is most appropriate to use? 2) How long do I estimate to completion ? 3) What shapes and fonts are best and why? 4) What colours will I be adapting to my work ? 5) What is the main...

Design Practice 1: Animation: Brief

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My first design practice for the year is split up into three category's, interactive spaces, film and animation, each section lasts three weeks and then I advance to the next practice. I think the idea of this is to give me a taste of what each media form involves and ultimately help me decide what route I would like to take In my second year. The order in which I appear to be completing these practical assignments is: Animation  Film   Interactive Spaces Which is good because the area I'm least interested in is last, after I've completed the three areas I need to round my work up into a presentation, which will show clearly everything I've done in a ten minute talk. For my animation brief I got to play around with a piece of software called Auto Desk 3D Max, and was told that my project was to create a station ident for a channel based on my life, to keep audiences interest between shows. I viewed examples of station idents from BBC 2, ITV, CITV e.c.t, and I think I f...