Wednesday 6 May 2009

Semester 2 Week 11

Conclusion

I believe that the 3 idents that I have produced suuccessfully answer the brief.

I believe that I have managed to capture the character of the Scuzz television channel with each Ident.
Producing characters that are linked with music was important, as it gives a hint throughout as to what the channel could be about.

I decided not to use sound clips on any of the idents, this was because I wanted the tone of the music to capture what was happening within the scene.

I believe that the color schemes match that of the Scuzz music channel as discussed during the research stage of the project.

If given more time, I would have worked more on the textures of the buildings, I believe that each texture works well from where the camera is situated each time, but would need improvement on detail if camera shots had of been closer.

I believe that I have succesfully used a number of animation techniques, such as:

Curve Editor/ Dope Sheet
Keyframes (changing Opacity, Producing Movement)
Path Constraints
Position Constraints
Reactor (falling object)
Reactor (Collisions between objects)

In the future I would like to improve my knowledge of using reactor, and would also like to explore alternative/ improved methods of animating a character.

Tuesday 5 May 2009

Semester 2 Week 10

Improvements Cont.

After more feedback on my final ident (3) it was suggested that I should produce more animated parts.

For this, I decided to animate the drum kit so that it appeared to be walking along when the camera was pointed towards it.

I also decided to add animation to the guitar so that i appeared to jump off the top of the building just before the camera pans back to the drum kit.

Monday 4 May 2009

Semester 2 Week 9

Improvements

After recieving feedback on all of my idents I decided to adjust Ident 2. It was said that thetexture and atmosphere of the scenery was lost by having such dense fog. This was a simple adjustment and I decided to lower the density withint he atmospheric settings.

Semester 2 Week 8

Soundtrack

I decided to go for consistency throughout each ident by using the same soundtrack for each one. I wanted to go for one that represented the style of music displayed on the Scuzz channel.

I was looking for a piece of music that was easy to listen to, but did not contain lyrics. I decided not to use a piece with lyrics as it was less to distract the viewer.

In the end I found Children of the Grave by Black Sabbath. It fits well with the Idents.


Ident Consistency:

I have kept the length of each Ident the same, 30 seconds long. From the example used during my research earlier in the Semester Two blog, I found that many Idents were of a similar length.

I tried to produce a similar ending to each ident, with a sign appearing from nowhere, then the camera zooming into it so that the sign fit the screen.

Semester 2 Week 7

Ident 3 cont.

Ident 3 uses very little animation of the characters, I have tried to include both characters from the initial 2 idents.

I decided to go for a slightly different approach with this ident. Instead of having the characters appear aggressive to the viewer, I have attempted to bring out a suprising character, just like the unexpected Scuzz signs appearing.

For this I have tried to produce a stage at the end of the ident, when both characters are at their closest to the camera. In the background the Scuzz sign falls into view before the camera zooming in.

I have tried to use keyframes to use the lighting to better effect. I wanted the lighting on the stage at the end to come on gradually, slowly lighting up each part of the stage. This was done by reducing the light on one keyframe, then producing a new keyframe with a brighter light.

Semester 2 Week 6

Ident 3

For ident 3 I decided to follow the same basis used for 1&2. The city was kept the same, adjusting small parts to the city for it to work.

For this Ident I decided to turn the water fountain into a fully working feature. For this I decided to follow a tutorial that I found (http://www.maxfanatic.com/?p=27)

I dont believe that the fountain looms quite right, in the way that its not very realistic.I have attempted to produce the splash of water on the surface, but I believe finding another technique could improve this.



I decided to keep the fountain though as it added to the atmosphere of the ident. It gives the impression of a calm scene, leaving the viewer wondering what will happen next.

Sunday 3 May 2009

Semester 2 Week 5

Ident 2

For the second ident I decided to use the scenery from Ident One, but changed the angle of how it was used to give a different impression to the viewer. For the viewers that recognise the city from the initial ident, I was looking for a reaction of "that city aint safe, whats gona happen this time?"

Well the idea was to have a first person view of someone walking around the city, looking a bit edgy. When a drum kit appears at the top of a building. The drum kit walks towards the camera getting ready to attack...

when all of a sudden Scuzz appears from nowhere and takes the drum kit out.

I decided to use slightly different textures for the buildings during this ident, with more time I would have produced a more run down city to follow on from the first ident.

I discussed during Ident One that path constraints effected what I could do with the camera and objects, so I decided to move objects using keyframes.

With the drum kit I tried to give the impression that it was a living thing. I tried to have the less noticeable features of the kit moving while it was walking forward.

The easiest way to produce the walking sequence was to group each area (such as legs, main body).


For the jump (off the top of the buildings) scene for the drum kit, I decided to use the curve editor. This allows you to produce an animation at a specific speed. An example of this is that it can give the impression of an object bouncing.




To finish the scene I decided to add lights. I wanted them to blend in as best as possible so I added street lights to the scene. I found that using omni lights wasn't enough, so I added atmosphere effects.

To link with the first Ident I came up with a way of The Scuzz sign appearing from nowhere. I decided that the sign should appear onto the screen and take out the drum kit as it edges closer to the camera.

I decided to use reactor to produce this piece of animation. I was looking for a sequence that would see the drum kit get demolished by the sign, but would lead to only the sign being left in the view of the camera. I found that my initial attempt for this scene did not work well. The drum kit appeared to break up before the sign even came into shot. I found that if I adjusted the collision rate that the drum kit would break apart at the right time.

It was also important to adjust the gravity rates on each axis.
I found that adding a glow to the omni light produced a realistic effect.



I then decided that fog should be added for atmosphere. To produce the completed 2nd Ident.

Semester 2 Week 4

Ident 1 cont.

The pathway constraint used for the guitar was also added to the camera used for the opening sequence of the ident. For the 2nd part of the ident where the camera is situated within a high building I decided not to use this technaique for the camera.

I found that the pathway restricted where I could move the objects to on the scene. I found that moving the object/ camera using the keyframes was betetr for what result I was after.

For example the camera used for zooming in on the Sign at the end of the ident was easier without a path. This was because the camera kept twisting and moving upside down leaving me with an incorrect shot.

Another technique that was used alongside a camera, was the position constraint. This works in the same way as the path constraint. (Attaching an object to a particular element). Using a target camera, I was able to add the target to the guitar so that the guitar always stayed in the image. This made it easier than using keyframes as it was difficult to keep the camera and guitar in time with each other and also saved time on producing the required shot.


I wanted the Scuzz sign to appear from nowhere, to try and get a shocked reaction reaction. For this to work I had to use reactor.

This was tricky to setup, as I wanted the sign to fall onto the floor and tip over.

To use reactor you have to setup boundaries for how an object should react as the animation goes on. Adjusting how strong the gravity pull on the object would decide how quickly the sign should fall (y axis).
I also had to determine whether the sign should bounce at all as it hit the ground. Adjusting the force on the object along the x axis allowed for the sign to fall forward (revealing the Scuzz sign for the end of the ident.


To add atmosphere to the ident I decided to add fog. I believe this links with the general character of the Scuzz channel.

The music on Scuzz is not always,clear but can be interpretated in different ways. For example, in this ident the main focus appears to be on the guitar but then it switches to the sign that "appears from nowhere" towards the end as it is unexpected to the viewer.



Finished Ident:


Thursday 30 April 2009

Semester 2 Week 3

Ident 1 - Guitar

The initial idea for this ident was to have a camera moving around city. But notices an odd figure just behind a building.

the camera jaults and looks into a reflection of a building to see a figure similar to a guitar. As the camera runs towards the guitar it turns and runs behind buildings. (the scene fades out)

to long shot from the top of a building overlooking the city. In the distance the guitar is running around kicking debris everywhere. Suddenly a gun appears alongside the camera and shoots the guitar.

The guitar then collides with a building causing a sign to fall down. When the sign hits the floor it reveals the "Scuzz". The ident finishes with the camera zooming into the sign.

The building outlines were produced using a plane and extruding different areas. This gave a skyline effect.

Many textures for the scene were produced using Photoshop, and enhanced within 3DS. Such as...

The glass building. I wanted to produce a reflective building within the scene. I had produced a map within Photoshop to resemble the window panes and added raytrace to do get the required texture.


A Brick texture was produced using Photoshop and filter techniques and was applied to another building. Adding noise produced an uneven surface, but was removed after the initial render as the quality within the video was poor.



Similar techniques were used to produce other materials for buildings for the ident layout. Once these were complete I decided to produce the guitar character.

The feet were produced using cylinders and hemispheres. The main body of the guitar was produced using the line tool. This allowed me to produce the basic outline of the guitar. Once i had converted it into an editable spline I was then able to extrude the line to produce a 3 dimensional object.



From here I used my first piece of animation. This was to make the guitar appear to walk. To do this I had to use use the "set key" function on the timeline. By adjusting the feet at different points on the timeline it produces a walking action. 3D studio automatically produces the movement for the change in position between each keyframe.



The next part was to produce a sequence of events that would give the impression that the guitar was running around buildings.

To do this I decided to add a path constraint to the guitar.

The path was produced using the line tool. I then had to attach the guitar object to the line (Animation>>Constraints>>Path Constraint)

The rpbolem with this was the guitar wouldnt face in the direction of where the line was going. By checking the "Follow" option I managed to get round this Problem.

To give the reflection of the guitar on the building in the scene the guitar had to stay in one place long enough for the camera to reach it.

By using keyframes i was able to keep the guitar in a single position then turn and run when required (see completed animation).

Tuesday 3 February 2009

Semester 2 Week 2

Ident idea:

- Each of the idents will be based around a different instrument.
- On each ident the instrument will be developed to terrorise a city.
- The camera view will appear to be through a snipers viewing lense.
- The sniper will follow the movements of the instrument and eventually shoot it.
- The sniper will lower the lense to give a wide outlook of the scene, the camera will then focus in on the fallen instrument. The wgun shot leaves a hole in the insturment and on closer look is in the shape of the Scuzz logo.

Each of the idents will link through the terrorising instrument, i have decided to produce the above mood too give an outlandish look which matches the feel of the channel with its heavy music and grungy look.

I will now produce a moodboard for the Scuzz Channel to gather ideas on what things should be included within the idents. (These will be uploaded as soon as possible).

Tuesday 27 January 2009

Semester 2 Week 1

Week 1 Class Activity

The intial task was to research about Broadcasting Idents. They are the short advertisments that are used between programmes so their is no blank screen.
A broadacasting ident that is memorable to me is the BBC One "Skate boarding" ident. This is because it is easy to memorise, it is relaxing. The series of idents shows the different type of people and cultures that the BBC are trying to aim their station towards. http://www.bbc.co.uk/bbcone/downloads/

Research:

Music Involved - style of music (calm, quick tempo, rock, heavy)
Cultures - peoples different backgrounds taken into consideration
Clear channel advertisements (logos)
Mood - what style of channel (BBC relaxing and laid back, whereas Scuzz music channel is in your face and has a dark/ gothic feel)

The channel that I have decided to design a set of idents for is Scuzz. It is a music channel aimed towards people that enjoy heavy metal and rock. The target audience age is between 14 to 30 years of age.
The colours that represent the channel are dark and grungy (black, silver, dark yellow, brown).




A similar music channel is Kerrang, an ident used for that is:



All the idents are recognsable and link together using the same characters and the way they display their logo.

Keeping my idents recognisable and so that they all link will be important to making it successful

A selection of photos that I believe represent the mood TV Channel Scuzz are:



These images represent the music displayed upon Scuzz. It can come across as dark and scary. From this an idea that I have is to produce scenes that have alot of atmosphere within them. The atmosphere that I believe will work best is scary.
Possible efefcts that could be used are fog, or fire. The natural surroundings could be narrow with an attention to detail Using the surroundings. Such as the trees in the above moodboard to add effectiveness.

I have also reserached what I believe the character of the Scuzz channel is.



I believe that these images represent the character of the Scuzz TV Channel. Its a forceful channel, getting a variety of music out to a large target audience.
It produces a number of emotions with the loud and outspoken bands often appearing upon it.

This has made me think of producing characters that are "In your face" that stand out from the scene and hard to miss.

Sunday 25 January 2009

Week 12

Week 12 Class Activity

Evaluation

I have found 3D Studio Max to be challenging software to use. It has taken me time to get used to using the basic parts of what it has to offer. I believe that the 3 images that I have produced as well as the fruit bowl have shown that I am capable of using the basic functions.

The hardest feature to use was the material editor. This was because there was so much you can do with it that it takes time to explore how well ideas work or don’t work. This is where I found most of my time spent, producing textures.

I believe that the August beach scene looks cartoony and making it look more realistic should be a priority for the future. Ways of doing this are producing better textures or changing the way I have produced some of the objects.

With the December fireplace scene, I am disappointed with how the stockings look and should find a way of making them look more realistic and less square. This could be done by working on how I use the modifiers.

For the January scene I would have preferred not to load the fireworks image into the window, but find a more natural look to getting the reflection so that works realistically.



Week 11

Week 11 Class Activity

For my January scene I have decided to show the reflection of a firework display within a house window with snow outside. This is to resemble to celebration of the New Year as well as the weather that often gets associated with this time of year.

I decided to use the Box Object tool to create the walls of the house, the window wholes were produced using the Boolean tool.



The window glass was produced use the Plane object tool. The Reflections and transparency to make it resemble glass were produced using the material editor.



This allowed for a slight reflection of the snow within the window. The firework reflection is set within the window material; this is because I couldn’t get the window to reflect an image loaded onto an object within the image.

The snow was produced using a box, soft selection as well as the noise modifier.



The snow texture was created within the material editor.



The pink within the material was added to resemble an affect from the fireworks going off.

The house wall of the house had a premade texture imported and edited within the material editor.



After adding a table (produced with the box object tool) I rendered the scene.

Week 10

Week 10 Class Activity

This week I decided to go back over my previously completed August scene by adjusting the texture of the sea.

I have now used the following material settings to produce the completed image.



I decided to adjust the material used for the sea as I was told the original copy did not look realistic. After some experimenting I managed to produce a material that resembled water upon the object.

Week 9

Week 9 Class Activity

Project

August Continued.
The palm leaves were produced using the line tool with the extrude modifier.



I decided to use the “Bend” modifier to arc the leaf into a more natural position, otherwise they looked too square.



For the tree trunk I duplicated 12 cone shapes vertically and merged them together. For a more natural appearance I added the “Bend Modifier”.




The next step was to create an umbrella to put at the front of the scene. The top of the umbrella took time to get right. The umbrella was produced using the Sphere object and cutting it into a hemisphere shape.



I then had to select the “Edges” option of the editable poly and select specific segments within the object. Then by selecting the “Loop” option it expands the selection so that areas directly attached towards the centre are also selected. From here it allows the user to select the centre of the object and by pulling the area upwards it starts to transform the object into an umbrella shape.



The pathway was created using multiple boxes, flattened and placed alongside each other.



The shadows were produced using 2 spotlights.
They are cast across the beach from the direction of the sun. By adjusting the settings I believe I have picked up the correct direction and shading for the shadows on each of the objects. The light gradually gets darker on the image as you look further away from the sun.

Week 8

Week 8 Class Activity

Project

August

For August I decided to produce a beach sunrise scene.

The sand was produced using a Box Object and Noise Modifier.




The “strength” number determines how much deviation there is along the axis.



For the texture I decided to use a photo of sand that I took to add to the object.

The sea was created in the same way as the beach but using stronger settings to produce a harsh rippling effect.



I decided that the sea should resemble the sunrise. This meant that the sea should contain shadowed areas. For this reason I decided to use the “Flat Mirror” map alongside the “Bump” Material, this would allow for areas to be darkened if there was no light getting to it.

The “Noise” map allowed for more defined shadows where the ripples were and where the sun would not hit.



The background was added to the scene in the rendering options. This allows for premade images to be loaded as a background.



The texture of the sand was created (like the sea) to contain shadows from the rising sun.



This meant there would be a gradual decrease in the image brightness (left to right).

Week 7

Week 7 Class Activity

Project

December Continued.



By using lights I was able to lose the brightness that is seen in the original render.

For this I decided to use an “omni light” for the main fire, and positioned two “area omni lights” to produce the candle light. I still believed that the lighting for the room was incorrect, so adjusted the settings using the “Light Lister”. This bought out the fire within the image and produced better shadows.



Final render:

Week 6

Week 6 Class Activity


Project


December Continued.


I decided to add two candles on top of the fireplace and also added lights to the scene.

For the candles I used the Cylinder Object Tool and Soft Selection to manipulate the objects form.




The fire was created using “atmospheric apparatus”.





Using the “SphereGizmo”, I setup the fires basic shape. I had to use a hemisphere shape, otherwise I would have been left with a ball of fire which is not what I wanted.


Hemisphere:


Ball of fire


I then had to choose the settings for the fire such as colours; size and amount of smoke.



Many of the settings will affect how natural the fire will look and how long it will take the system to render the image.



For example, the higher the number for “Flame Detail” the more natural the fire would appear but would take longer to render. I was able to produce a fire that looked like this:



I next used the line tool to produce the stockings and used the extrude modifier to produce a 3D appearance. The MeshSmooth modifier then allowed me to produce a smoother result



Textures for the brick on the fireplace and the wooden floor were produced within Photoshop and imported.

For the fireplace I decided to create a marble texture.



The smoke map gave me the most realistic marble texture, by adjusting the settings I was able to produce a realistic result.