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Showing posts from 2008

Iceland

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(picture from esbati's blog) The rising tide raise all boats and floods all islands. Merry fuckin christmas Iceland!

dark blue 2

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Did another attempt at this. Trying to both brake the somewhat boring overall look of it while also attempting to bring some depth by putting a bit of complementary yellow in the foreground, this could be light coming from the car (the camera is traveling on a road in some desert landscape). Also sharpened the details and lighting of the BG. Think I'll leave this to history now anyways.

Mourning dude

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dark blue 1

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I've got this idea for a video for the song "Goodbye" by Ulrich Schnauss. I've spent some spontaneous hours on developing the look and this little thingy is a result from that. I set out for sketching an abstract horizon that I could remake to 3d. Maby it got to real.

updateI deal

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Filling out the background with sorrowful cool urban youngsters. Thought it be ironic that in the aftermath of our lifestyle we, the grand kids of god's murderers, will find ourselfs in a state of collective guilt, typical for christians. The contrast between "identity" and "faith" also hold some tention rendering the people malplace. Maby it's the "individuality" versus the "collective" causing this?

generic dump

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After my film was done I've put myself in a state of idleness. I've spent some time on a few random ideas with no deadline in mind. I think I didn't want to post anything here as that would be seen as progress when I really didn't want to "progress". I will get back on track soner or later but to not let this blogg be eaten up by some droning software from Blogger I post the two latest things I've done. The grayscale one still being WIP.

Graph style

got so excited over this graph technique over box office reccords so I had to share it.

Hennon's attractor

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Fiddled around with "Hennon's attractor". See clip. The square is hand animated, the other shapes comes from recursive transformation of the square, for every transformation I've made their colour darker. The shapes all meet at a certain point, hence the name. (I used a=.5 b=-.9)

FINAL!!!!!(version 1)

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OK, if I would amputate both my arm tomorrow and loose all my 3d skilz I would feel pretty fine with it as "What goes up" is now in a state of release. See the whole thing here. Maby I will fix some things but to be honest that will only be for my eyes. Tonight we live like it was pre peak oil! Beers on me!

Plane chrash update

Update with coal shoveler and some small comp edits. Rest of the 3d shit this week then some 2d polishing next week It's a bit stressfull with my proffesional project sharing deadline but last week I made a calander mistake and thought I only had one week left when I actually had two, so I worked both Saturday and Sunday and now I'm in pretty good shape for finishing up for real.

Complete full 100% length

Now with credits and title screen. Now I will go over to just polish what's allready in there which is normally a faster process.

the whole

In it's full length , just missing some animation now but Camillo; use this as a final. Btw, using computers without a functioning right hand is fucked, I'm sure I or my company could get a support for it.

Green party commercial

There's definitly see some similarities between my thing and the green party's commercial: http://www.greenparty.org.uk/news

title screen 1

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Quick test for title screen

Graph and transition final

Final transition. Now I just need to add a transition from the last frame to my world map image and Bob's your uncle.

dissintegration

Plane falling apart test.

graph morph comp1

Quick A to B of the morph effect after the implementing the stuff from the weekend. It seems like this is moving towards the look of a usual image blending tool, where you build up patches by tracing lines in two images and then moving the patches towards each other while at the same time blending the source image. The offen used facial morph effect is a good example of this. Though this is made in a rather different way I was hoping this would carry more of a cool unique liquid feel to it. I can still improve it by generating a better blending mask from the simulation. Certain areas can blend faster depending on maby position, colour or velocity but the best 2d morph tools produce results with similar coolness so I make this as clean and quick as possible. I may still do something with it for the final scene.

graph transition 2

Did a version w the end frame , sorry about the codec, it's proper shit. And a quick mesh test to maby mix in as a inbetween state.

Impressionistic transition

First test of an element that should help the transition from graph->world map. Someone mentioned impressionism, which is good as I've been pushing in that direction. Will do some tweaking to this, I believe there's a big potential of variations of this and I might use it more subtly in the fade out in the end scene

plane dissintegrate test1

FINALLY getting some results on the plane dissintegration, ended up doing it rather manually instead of using smart automated stuff from work.

credit image

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Camera shows left half then pan over to the right. FIN. I wrote something really long about finishing projects and the inner purpose that carry me through, I cut it short instead. It's not for the fun of it.

Returno

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I'm back baby! After a hysteric museum touring last few weeks I finally reeched culture overload at the Louvre this morning. Maby I'll write something about my thoughts around it but right now I feel nothing but a humble admirer for the masters whose work should speek for it self. What's more interesting though is that I've got a lot of inspiration to do some proper 2d stuff. This guy is one of many speed drawings and can mark the beginning or the scepticism all ambitious projects should be met by in the beginning.

dåliga gatan 04

So johnny ponny here you are: Another DG BG. (Only on display for two weeks)

portraitB_02

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Added some strong shadow, tried to brake the strong contrast between the shadows in eyes and the rest. Generally messed around with the cheak, maby 'll check some references cause I constantly seems to be insecure about that region. Now I'm going insane on the left eye so I take a brake until tomorrow.

portraitB_01

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Something I started on yesterday.

General update

Generall update. Fixing glitches and added some love to the ending. Things left to do before first final. -some kind off explanatorial for the "peak oil" concept -better framing for guys dealing oil/money, -scrap glow on dollar sign -fix transition between city/planechrash -show cabin in airplane -animate guy that being shot at in airplane -coal for coaler -lighting for plane wreck -at least two more animated windmill guys -plane brakeing Not a lot really. If they keep letting me sit and wank around at work I'll be done next week.

Continuously

A general update (94MB) , fixing transition glitches and minor stuff. Small step for me, big step for the film I guess. Going back to old files and pushing render is allways a scary thing as I tend to redo the whole segment. I guess that some kinda professionality has been forced upon me as I find my files very manageable and organized. Strange. It's like coming home and wondering who's cleaned your room. Thx to the the progress this week I'm probably getting a working version the nearest weeks. Found this old thing though, I think it had a realistic and sharp quality that I've been walking away from. Maby I should reserve some time to build that in.

shopping mall

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Worked on the BG element for the shopping segment.

Final scene

Animated a couple dudes, the process is going faster then I've could have hoped for, though I've skipped the last polisihing step for them all as I expect to get some comments from my coworkers who do character animation proffesionally. Still missing the dissintegration part but here's a good preview of the last scene (the last guys are putting up windturbines which they then hold onto). Also updated the full preview (70 MB). A brief time estimation says I've got a first full feathered final film in ~5 weeks.

Outlines

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Added an outline stroke for the shatterpieces to display the cracking.

Shatter plane mesh01

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Created a procedure for braking up the plane body. The cylinders represent the windmills and is copied up on a set of arbitrary chosen points, the object then is divided into shards around those points leaving one platform for every point. I'm thinking of adding some secondary stuff to this but I think I want to animate the shards first

shooter01

Animated the shooting guy in the airplane. Will do for now.

body art 02

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My side, waiting for Simons. This looks better zoomed in I think.

body art

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An anxious night a while back, while trying to sleep, I had an idea of what I could do for Daliga Gatans next gig. I told it for Simon the dude who wanted in on this one. This is a chunk of what I've brushed up tonight. We took photos of ourselfs in the bathroom, smudge them together in PhSh, collected all the photos we had with a "near and human" feel to it. Still got some work to finish up before Saturday when our naked skin could be cover the wall of Norrlands Operan.

We're being peaked!

Please bare with me for a while, things are just too much to contain right now and I need to spread the load. (I may wrap this up as an article, hence some repetitions from last rant). The oil prices could act as a storyteller of modern history. Much conspiracy, war and drama unravels around it so when plotting the price development for last hundred years it's no surprise it's looks more of the readings from a Richter meter in San Fransisco then a clean schoolbook example of demand/supply. However, the oil market has since long left the cloud of confusion whipped up by the Iraq occupation and is forced to look at other explanations to last years development. Logistic problems, lack of investment and of course manipulation from the undemocratic states (read "non marketized economies") in OPEC has been pointed out by analysts as sources. All leading to the same conclusion, we've faced a temporary glitch that's just an idle phase before the invisible hand arrive

plane splat

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First version of the splat. I'm going for a more comical aproach here as it's not the climax. I may have done a mistake of doing this so early as it's making it harder to change the timing of the earlier events. Next up is character animation and when I get my home machine back I'll take care of the plane texture and some other 2d stuff.

plane engine smoke

Test for engine smoke. Thgis is a 2D sim, it takes place only within a flat plane. This enables more stylistic look, higher details and is a lot cheaper work wise. It's a good thing.

First End

Ending1_01 (please don't mind the codec) vad som syns har ar: 1. We back out from the city to the plane 2. Airplane loose altitude 3. Crazyness in the cockpit, struggle about the wheel o' somethin 4. In the plane passanger are shooting at each other and people are killed in crossfire. guns and screems through vissible text like "Ahhhh" and "Bang" 5. On the wings people load coal into the engines and thich black smoke flows out 6. Comical crash, plane is folded into something that looks more like a turd then realistic wreck 7. Bycicle man goes by and rings bell 8. Back in time 8. People climb out airplane and mounts windturbines on it. 9. Plane trajectory is straighting out 10. Speed decline 11. Plane dissintegrate into pieces 12. Pieces all has at least one guy and one wind powerplant each, they part and fades into the surrounding in an abstract manner 13. I do something completely different

another post

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A scary thing with projects is that they offen take more time then they were ment to. I'm in a good mood to waste time though.

3rd post of the day

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I'm not bothered by the anatomical disproportions of his face. Adding some meatiness, changed shoulder perspective error reduced extreme colorization of mouth and eyes and added main shadows.

animatedSketching

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Picked up an idea from a tutorial that I think is pretty cool, to paint in realtime on a 3d object and generate geometry. I assigned my 3d brush to it and voila.

portrait thingy

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Spontaneously brushed a little on this thing.

Deal colour glitches fixed

Updated the cut file. Not much, some colour stuff in the deal and some glitches. More tomorrow.

dude03

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He starts to look a bit like my old caracter "the Scientist" which I'll take away later. Right now I just want to get some proportions and weight in him.

airplane modell

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Kinda done airplane modell.
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A while later, kinda look shit but I need a fresh pair of eyes to see what's wrong so it's time to nana.

dude01

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Began on this guy, long time since I did some free 2d things.

Cut update 2

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Brought a lot of loose pieces together. Lowres (29MB) High res (69MB). The sound department hinted that we are to expect "foley stuff" more "natural" and "sound effects helping to tell the story". We're to hear what that means later this spring.

City ocean and sky update

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Newest ocean shader and the updated sky painting. Same link, just overwritten the file. Roads coming later tonight and I've been thinking to adding some abstract elements to make it intresting.

City comp

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Added elements from my weekend work to the city. Comp here. Some allready made stuff are still missing- roads, a refined BG, non flickering ocean surface and some changes to the text. Overall I think it's getting a bit cheesy so hopefully I can tone it down just tweaking the colours.