Wednesday, 17 October 2012


Captains Log 1748:
No sign of attainable, permanent job.


A gritty and dirty environment was what I was hoping to achieve to help compliment to final black and white image. It's a fairly low poly room, I knew I was going to Photoshop the image after, so no point over doing it.  Here is the raw render out of Maya.

Nothing special about the render, except the floor, 2 bump maps - double the fun.
I read something by a 3d artist that mentioned the use of the Dodge and Burn tool in PS and how as a 3d artist it can save you a load of time in creating a mood for an image. I also wanted to improve my composting of real people into 3D images, so this was great practice. Anywho, a few hours later and a few cheesy effects later you get this image. Cheers for looking.

Total Time: 8 Hours (inc. Render)

Monday, 3 September 2012

I Miss Deadlines

Yep, it's true.

I miss the pressure and the astounding feeling of joy when its all over.

So Today I set myself a little 6 hour project. I wanted to model this luxury house for a while so I thought even if I don't finish today, what I will have be be a good base to build upon. What you see below isn't the finished article, but after about 4 hours in it sort of went onto what I could do in Photoshop to improve the final image.

I'm happy with what I did in Maya, it just needs better textures and shaders. It amazing what you can hide in Photoshop, and this was the best way to improve, especially with all the great tutorials and brush's e.t.c.  

Anywhooo, sorry for the sheer mundanity of this post, cheers!

Wednesday, 8 August 2012

Keep on Churning

Some vintage modelling so I don't forget everything I learnt. Found a really useful guide that's great for not forgetting those little details.


Saturday, 23 June 2012

I Have a Website!

Oh and in case you wanted to know, the film was made, huge success, really proud of it.

Some nice renders for your troubles.

Saturday, 21 April 2012

Some Renders

I realise there is a huge jump in my posts (renders) since February so I thought it best to put up some images that show off the Interior, Airlock and Exterior. Enjoy.

Innovate Project

One of our last projects include an Innovative Project, which essentially includes looking at small part of the overall picture. I've decided to look at compiling passes in Photoshop and compositing effects in After Effects. The reason for this is because I would like to further improve my knowledge of photoshop and AE to help produce a more realistic final product. This will also allow me to also improve my modelling skills, as I have decided to build a new Scene to use as my example.

Below are my AO render and Final Render, and a Test Composited Image.
the TCI was for myself to try out certain effects.

The next image, highlights some of the key issues I will have to address at a later stage including: Removing highlight on the mirror, increasing shadow around canvas', changing the bump map on the TV, and changing the texture on the oranges and lamp.

The next image is an earlier example, at the time I didn't like it, but the more I look at it the more i like the 'retro' look and extreme blur it has, so perhaps I will try to incorporate that into my final image.

Easter Schmeaster!

I think my last blog post came long before the Easter break, so I guess it's only fair to fill you in on what was an eventful month. Coming to the realisation that we don't have long left to finish our film, and that we have a monster mammoth task ahead of us to produce anything close to a finished film, we came to the conclusion (with a little push from our producer) to scrap Easter break all together. So as all other university course leapt out class and frolicked in the sun, a small group of animators huddled in the corner of studio as close to windows as possible (just to make the insanely hot studio bearable) to finish what we had started.

My role as a 3D environment and prop modeller was complete, which meant I was up for grabs. I threw myself at animation, something I had not done since last year. Familiarising myself with the sickening site of the graph editor and IK/FK. I started with a close up of Leonard, making the decision of hold his breath and brave the toxic air. My second shot was of Leonard taking a deep breath in the Air Lock. And I am currently completing a 3 shot block which includes Leonard stumbling, fainting and hitting the group, which are nearing completion. Towards the end of the Easter break I was lucky enough to see see my animated shots, along with my environments, rendered and composited. Without sounding big headed, they look great, better than I thought they would, and that's all down to the little individual elements put in there from each member of the team.

These two images are taken from the Edit in Progress.

It's really seeing moments like these that make the staying in and hard work worth it and help to push on and finish the film.

Nuke Basics- So I Don't Forget.

Since modelling on the project has been completed, I was drafted in to help out with animation (which I will talk about in another post) and since that's now almost finished, I've opted to help out with some Nuke Compositing, as I enjoyed and developed an understanding of Autodesk Composite for an earlier project.

This Post is mainly for myself to look at for the basics of Nuke. This will likely change and become some what of an online notebook for myself. Here's a screenshot of the Nuke tutorial I used (Thanks to Charlies NUKE 101 Book) to help get introduced to Nuke.

NUKE 101

To Insert a READ NODE press 'R'

Viewer (Top Left) looks through all Beauty Pass Layers

Hover over main image and press 'A' to view Alpha

Auto Crop Script

'X' nukescripts autocrop() - Python

'M' Inserts a MERGE NODE

Cntrl 'P' (Proxy Mode)

A diffuse pass is the combination of the Light (lgt) and Colour (col) of an object

Label Properties - Name
[knob in] TCL scripting starts in [ ] knob - property

'.' (full stop) adds a DOT

Shift 'X' swaps A-B Input around.

Wednesday, 15 February 2012

There's No I In Team

The A-Team, The Power Rangers, Simon and Garfunkel, The X-men.

Some of the greatest 'Teams' in history.

After last week, I truly believe that the Kernel Production Team (K.P.T) would hold their own amongst those fore mentioned names.

A deadline was set.

Friday 0900 Hours. Falmouth.

The Mission: Complete and Render S2_Shot_5_Enters_Shed_DE.350

OK, so enough of the whole mission impossible speech, its late and I don't know enough cliches.

The Shot was fairly straight forward, a short fully animated piece in which Leonard exits the shed. However we set ourselves just 7 days to complete said shot, which still needed a few models, textures, a slightly improved rig, lights and of course, animation.

That week we had everybody working in the studio, and it was great. And a real camaraderie was formed. People took (and wanted) responsibility for what ever assignments they were given. It felt like that momentum we lost of Christmas was back, the ball was rolling, and it can only snow ball into something great.

I wish I had renders for the progress over that week, but to be honest, there wasn't time, the time we had spare we spent brainstorming ways to improve, solutions for problems, and what we would do the next day.

But what I do have is the finished 3 second shot. And if you compare this to my last post, you can see how far we have come.

Mission Accomplished

With momentum in our favour, 2 shots have been targeted for Friday Completion. A few more textures are needed, and those are churning out as you read (assuming your reading this between the hours of 9am-11.59pm Thursday). Here is a render i did of the perspective of one of the shots, this render was initially made for my own purpose to see what else needs to be modelled and also to see how the extra 2 shelves look.

I also textured the Blackboard. Although no great feat, it was the first chance I got to put in a few Easter eggs. They include the Autodesk Maya Logo, mine and Olly's blogs, the chemical properties of coffee and Frischluft logo (the guys who gave us a free copy of their Depth of Field software). The Blackboard itself doesn't actually contain any phallic drawings or anything like that, so don't waste your time looking.

And as a final point, I revisited an old model of mine, one that I made way back at the start of the project. The Suitcase. It was amazing to see it after 3 months, and its a true reminder of how far I personally have come. I've learnt so much off my teachers and peers and still have loads more to learn.

Wednesday, 1 February 2012

End of the World!

Well. 2012. This year is all about the Mayan's, no not the culture out to kill John Cusack and his family, but the dedicated 3D animators who strive for 3D project perfection.

I for one welcome the end of the world if it means no longer clicking on this discriminating box

In last few weeks, the term "you can't polish a turd" came to mind.
And if the Mythbusters has told me anything, it's that you can indeed polish a turd, and also frozen chickens can do a hell of a lot of damage.

I don't mean to say that my interior was a piece of crap, just that it was messy, and needed real fine tuning, it needed to be done to a standard, the models were fine (though they needed a few updates) but we needed to reference objects in, to help out the people further down the production line. It involved looking at every individual model made by who-ever and changing it to fit the scene, then save it as a new scene then reference it back in, and it makes it look so much nicer and more complete, and less like a mismatch jigsaw puzzle. Also there is no point rendering what isn't on camera, and this way we can just un-tick it. Here a screenshot that should hopefully make a clearer picture of what I'm jibba-jabbering on about.

Also a few renders to wet thy apatite

These renders below are more recent, as of 10 minutes ago.

The progression between these renders remind me of the Oasis song Little by Little, well just the title really, the lyrics not so much, "Little by little the wheels of your life have slowly fallen off " isn't really what I would what to describe my blog for my work life. Anyway, can you spot the potential problem for Leonard in the last render, a lose screw perhaps?

The blackboard actually blows up....

Thursday, 12 January 2012

New Years Hangover

...So where were we?

As the hazy, confetti mulled memory of Christmas blissfully morphs into a nothing more than a lazy dream, I come to the sudden realisation that "shit, there is work to be done". And like some geriatric superhero I fall out of bed crippled, dragging myself to my work station all in the name of honour. To my surprise 2011 Jake had actually done a fair bit of work. As my previous blog post shows the organised interior, I forgot to show the exterior, as well as a preview of what the final whole scene will look like, greenhouse attached and all. The only thing left to do really is to unwrap the outside, and clean in up like the interior, although I can guarantee I will either need to add or take away a few things, but it shouldn't been anything major. I've got a few more items that can be added to the scene such as the mask and suitcase. I've also been given the oxygen mask to model, which I'm looking forward to. Here is the interior and exterior, you can see it coming together nicely.