We use this blog to communicate about school, and figure things out with a bit of a collective advantage. If we team up a bit, we can go beyond what is expected of us, in terms of cohesion and production. In other words, we learn from each others strengths, contributions and opinions/ideas. The blog also acts as a good form to display/share our achievements with digital and traditional media.
Thursday, 31 March 2011
Wednesday, 30 March 2011
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Tried to update the homework list a bit.
? = unconfirmed due date (I'll try and confirm these asap).
The breakdown is basically:
>12 assignments in 30days!
Tried to update the homework list a bit.
? = unconfirmed due date (I'll try and confirm these asap).
The breakdown is basically:
>12 assignments in 30days!
Thursday, 24 March 2011
Tuesday, 22 March 2011
Sunday, 20 March 2011
Big Rock Commercial Info!
Hey there!
Don't know if anyone did their commercials in full HD, but I noticed this in the submission form:
Submissions should have a max resolution of 720p (1280×720)
Just thought I'd pass that along in case anyone needs to re-render their project in a smaller resolution before it gets sent out.
There's some more info about file size, format, etc on the application form.
Cheers,
Gilles
Don't know if anyone did their commercials in full HD, but I noticed this in the submission form:
Submissions should have a max resolution of 720p (1280×720)
Just thought I'd pass that along in case anyone needs to re-render their project in a smaller resolution before it gets sent out.
There's some more info about file size, format, etc on the application form.
Cheers,
Gilles
Monday, 14 March 2011
Works in Progress
Here's an animator I've been following since his 'Ego City' flash series. (A bloody long time ago.)
http://bountyplushunter.blogspot.com/
http://bountyplushunter.blogspot.com/
Wednesday, 9 March 2011
Tuesday, 8 March 2011
Sunday, 6 March 2011
3D - Texture Assignment
I spoke with Brett about using textures we find online - the reason being, once upon a time, I shared a link with you guys on this blog, where the site will sometimes include bump and specular maps for objects. His response:
"Feel free to start your textures with actual images, whether you take the pictures or find them online, either is fine. Although I would like them to have some additional painting done to them, such as grim and dirt that would accumulate in the corners, or signage that might be painted on."
"Feel free to start your textures with actual images, whether you take the pictures or find them online, either is fine. Although I would like them to have some additional painting done to them, such as grim and dirt that would accumulate in the corners, or signage that might be painted on."
Thursday, 3 March 2011
omg? Okay! watch this yooo! so coo
Ohkay! so I'm not too sure on this game but the video they made in high def is pretty cool, you have to enter in your b-day (18+) ROFLS since when did that stop anyone, and then you have to most likely watch a low-def ad, but prepare for awesomeness, its a gooder.
(in case link didn't work)
http://uk.gamespot.com/xbox360/action/deadisland/video/6299756/dead-island-cgi-trailer?tag=related_video%3Bimg%3B1
(in case link didn't work)
http://uk.gamespot.com/xbox360/action/deadisland/video/6299756/dead-island-cgi-trailer?tag=related_video%3Bimg%3B1
Tuesday, 1 March 2011
Maya Notes
I enjoy taking a boat-load of notes while in class; not sure why - but hopefully this helps! (And maybe I could have posted this earlier; yeah, yeah, I can hear your fists shaking in my direction X3)
FIND ROTATION:
Set up Cameras
• Create camera & aim, line them up
• Click view> camera settings> check on both action safe & overscan
• If issues with rendering switch to perspective, render, than back to camera.
Adjust lights
• Select Rim and Fill lights, attribute editor> shadows> shadow resolution = 1024
• Select Key light, shadow resolution = 2048, filter = 4
Render Settings
File Output
• File Name = Assignment#_BallDescription_Name_Version#
• Eg. Ass3_LightBall_bmclaughlin_v004
• Format= Jpeg
• Frame/Anim ext= name_#.ext
• Frame Padding= 3
• Clcik Edit > change image directory. Under images type ‘images/litball_v001’ (or hvyball, rbrball, wtrball) That will save it into its own folder to help keep your renders organized.
Frame Range
• Set the start and end frame ranges to the proper frames of your animation (24/sec)
Renderable Cameras
• Set to your camera
• Since were rendering jpegs, you can uncheck Alpha channel (Mask)
Image Size
• Can stay as is, 1024 x 768
Rendering
• Switch to the Rendering menu set.
• Render > Batch Render
FIND ROTATION:
- Grab position object
- Find the circumference (of size 1 sphere = 6.28)
- Take distance, divide it by circ; get the amount of rotations. Say the distance rolled is 20.625 / 6.28 = amount of rotations ( = 3.28)
- The object should make 3.28 rotations
- MULTIPLY by 360 [degrees] : That’s ONE FULL ROTATION ( = 1180.8 )
- THIS is the distance you will set to the similar axis for ROTATION. BUT: Be sure you’re “rotating” on the ROTATION LAYER
Set up Cameras
• Create camera & aim, line them up
• Click view> camera settings> check on both action safe & overscan
• If issues with rendering switch to perspective, render, than back to camera.
Adjust lights
• Select Rim and Fill lights, attribute editor> shadows> shadow resolution = 1024
• Select Key light, shadow resolution = 2048, filter = 4
Render Settings
File Output
• File Name = Assignment#_BallDescription_Name_Version#
• Eg. Ass3_LightBall_bmclaughlin_v004
• Format= Jpeg
• Frame/Anim ext= name_#.ext
• Frame Padding= 3
• Clcik Edit > change image directory. Under images type ‘images/litball_v001’ (or hvyball, rbrball, wtrball) That will save it into its own folder to help keep your renders organized.
Frame Range
• Set the start and end frame ranges to the proper frames of your animation (24/sec)
Renderable Cameras
• Set to your camera
• Since were rendering jpegs, you can uncheck Alpha channel (Mask)
Image Size
• Can stay as is, 1024 x 768
Rendering
• Switch to the Rendering menu set.
• Render > Batch Render
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