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Monday, 5 December 2016

Evaluation: Look Development

Shot Development

Look Development

December

As part of the Animation Process and Practice unit we had to take on the task of ‘Look Development’. This involved us assembling in groups to collaborate and produce a final composition inspired by an original source. Using the knowledge we had gained from the previous unit, we would take the technical aspects further to produce the final piece.
As I was in the 3D group for the character performance piece, I chose to continue in the 3D medium. My partner Siobhan also chose 3D before and continued with the medium in this project. We chose our group because we believed our combined strengths would produce an effective result. We understood our strengths and weaknesses and used this knowledge to assign our roles within the group.
Siobhan’s strength lies within pre-production/production including concepts, modelling and texturing whereas I discovered my strengths lie within production/ post-production during the technical phases such as animation, lighting and compositing. I only discovered this late in the project, which did cost the group time. However we adapted to the situation and worked to what we knew.
Our original ideas were too demanding and our tutors advised us not to proceed with the underwater settings. This was due to a great number of potential problems and the difficulty of an underwater scene. We had to consider the physics of water and particle effects and how all of these things would affect us down the pipeline i.e. rendering.
Siobhan then produced a swamp concept; inspired the illustrative styles from the likes of: ‘Scooby Doo’ and ‘Disney’. The style as seen in the concept art is very illustrative with a well throughout colour pallet. The lighting focusses the audience on the shack in the distance to convey mystery. The trees enclose the audience with a sense of thickness and depth to the dense swamp.

Moving onto the scene, we chose 3D as our medium to produce the final scene. We intended to create a 3D scene with an illustrated style with soft shapes and water colours much like a painting. This was inspired by the concept art produced by Siobhan, and we chose to keep this style for the final piece. We chose the 3D route because of our acknowledgement of the progression of the industry, with the rapid advancement of technology we believed we could achieve an effective result.

I experimented with a number of tools in Maya to achieve the result I intended: illustrated yet believable trees. Late in production I had to hand over the role to Siobhan in exchange of the role of lighting.



As we wanted to capture an atmosphere within the scene of ‘spookiness’ and ‘mystery’ we thought a lot about our composition including: lighting, spacing and the colour pallet. I believe we could have created a better atmosphere with the addition of lights and fog effects to add further depth to the scene. However due to time constraints we could not have added these elements without being late.

Late into production during research of sources such as films and games, I discovered that game trees are flat textured with a painting UV. These tress looked fine from a distance, it was upon close inspection I discovered this. If I had knew this before I would have completed the texturing much sooner and incorporated this knowledge in the final piece.




The final scene is not as effective as I had intended. This is because of the style of the video, it has not rendered as intended and does not match our expectations. This is to be expected in a creative production, but does not make it less frustrating.

There would be a number of elements I would change to the final piece. For one I would have spent more time with the texturing, giving feedback rather than struggling throughout the project. I would have handed the responsibility over sooner to then support with feedback. Because I am not pleased with the final look of the trees as they appear rather flat and plain. As shown in the concept art, the trees are covered in moss which adds the elements of time and life to the work.
I would add additional effects such as fog which would be an appropriate atmosphere for a humid setting. In addition this would have aided the ‘spooky’ theme we were trying to achieve. To have achieved this we would have had to research the effects within Maya and how long a particle effect such as that would have taken to render.

I would have spent much more time on lighting, experimenting with the colour, the effect through fog and on surfaces such as the moss growing on the trees. Again this would have taken too long in the time given. Both learning how to apply these effects and the significant increase in render time this would have added.
Next time I may do a project such as this I would plan to use a dedicated render and stick with it, such as Renderman. I intended to work for those results, and I must plan ahead in good time to understand the requirements of such results.


Overall I have found this project enlightening and challenging. I have learnt that projects do not work as intended, no matter how prepared you believe you may be. Despite our preparations of role assignment, we still changed in favour of completing the task on time. I found it especially difficult accepting I did not have enough time to learn texturing and give the responsibility to Siobhan; by the time I discovered this it was too late. If I had accepted this earlier I would have had much more time with work I could understand and experiment further with improving our final piece. There have been elements I have enjoyed including the animation of the camera and the fireflies within the scene. I have learnt that Look Development is a very long and difficult process of experimentation and tests, which I did not enjoy all of the elements such as the texturing. As a group we worked effectively together offering feedback and support for each other, I should have communicated effectively with my team about how difficult the texturing was for me. I will listen to the advice that Tim Searle gave me at ‘Manimation’ in November, to keep things simple, understand the limits and make the best of them. Understanding my limits as a student in knowledge and time, and develop these by understanding how to use these effectively. 

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