Monday, March 21, 2016

The Grass Types - 3/21/2016


Group: The Grass Types
Members: Balee L, Campbell H, Catherine D, Kaitlyn E, Kendall T, Laura T, Sarah H, Taig L
Log line: A subject finds themselves in a utopian biome of super flora, only to discover that things are definitely not as they seem.



Link to the planning folder of our project:

Link to today’s presentation:


Overview of the week:
Most (if not all) of our models have been made and now as a group we’ve are working on trying to fix the UV’s and get them ready for Balee to shade. Originally we were having trouble with the UV’s but our modelers have started to go back and restitch the existing models to better prepare them for being unwrapped.
Kaitlyn and Sarah have finished up the basic forms of the models and are just about done restitching them.
Balee, Campbell, and Catherine are beginning the UV unwrapping. Once each UV is ready, Balee is adding gradients and different shaders for each them.
For now the matte painting has been put on hold until most of the UV and shaders have been completed.
Since the final models are not ready to go into the VR the basic models are being added into the environment. Once they are completed they will be replaced and progressively updated as shaders are added.
Kendall is working on the final conceptual stages of the project. Once this is complete she can help other members with either the modeling stage or getting the final VR ready.
Taig has been working on the first walk-through video and applying music to it. She will begin this week on the Lighting of the environment,

There has also been the creation of a new folder to help with the group progression of the restitched models to the final shaded ones ready for the VR. The folder also contains an updated asset list to show the progress during the week and keep track of what group members are working on what models.


Member Work:
Balee L
  • Newly Added: UV Shaders have been added and other files have been uploaded to the combination work folder.
Campbell H
  • Newly Added:
Catherine D
  • Newly Added: Working on drive clean up and UV’s. None have been added to my personal folder.
Kaitlyn E
  • Newly Added: I have finished the models of a bridge and a bonsai tree and have been working on restitching and perfecting old models to prepare them for UV unwrapping.
Kendall T
  • Newly Added:  Applied new flat gradient shader to concept designs of bonsai tree and small succulent plant to compare to previous faceted shader.  The design of the outside of the terrarium is finalized, with a mock inside to get an idea of what the terrarium will look like from the outside in the final review.  I also designed a greater variety of mushrooms and leafy plants to better populate the inside of the terrarium.  More mushroom shapes will allow for a more intriguing mushroom forest, and more small leafy plants will add details as well as provide plants that can be easily multiplied to also fill large areas.  I applied another shader version to these new plant designs that incorporates both the gradient shader and the faceted shader to depict our visual goal with the shaders.
Laura T
  • Newly Added: Began importing and arranging models in the final version of the  environment.
Sarah H
  • Newly Added: Worked on foliage models for the ground (flowers, plants) and worked on sewing previous models properly in order to prepare them for UV unwrapping and shading.
Taig L
  • Newly Added: Virtual reality play-through testing and animatic work. The animatic is in my Completed Folder.

Wednesday, March 9, 2016

Pet Park Animatic

The Link to the animatic file for our animation.  We will be uploading the updated versions as our animation progress continues.

https://drive.google.com/a/tamu.edu/file/d/0B-_Y1EV8MXBlTkdEdWFmZUZxcmc/view?usp=sharing

REVIEW GUIDELINES FOR MARCH 21

Presentation:
1. 5 minutes with 10 minutes for Q&A  = 15 minutes
2. Practice before this day, use smooth transitions between topics and speakers
3. Include an introduction that describes the overall vision
4. Go over key elements without laboring over detail

Blog post:
Continue to post individual work. Also, describe what was accomplished and the connection to the concepts (audience appeal). Your explanation should describe your individual progress, challenges, and concepts. This should be at least one paragraph per person to provide enough detail (and it may be more).


Make sure the calendar/schedule is up to date and detailed enough to be confident you can finish it all

Simulate the entire experience of your project on the blog: for example, a fly-through, a map, and/or an animatic.


Make sure to include images of what you're working on so we know what you're describing.

The Grass Types - 3/9/2016

Group: The Grass Types
Members: Balee L, Campbell H, Catherine D, Kaitlyn E, Kendall T, Laura T, Sarah H, Taig L
Log line: A subject finds themselves in a utopian biome of super flora, only to discover that things are definitely not as they seem.



Link to the planning folder of our project:


Overview of the week:
Most (if not all) of our models have been made and now as a group we’ve are working on trying to fix the UV’s and get them ready for Balee to shade. Originally we were having trouble with the UV’s but our modelers have started to go back and restitch the existing models to better prepare them for being unwrapped.
Kaitlyn and Sarah have finished up the basic forms of the models and are the ones restitching.
Balee, Campbell, and Catherine are beginning the UV unwrapping. Once each UV is ready, Balee is adding gradients for them.
For now the matte painting has been put on hold until most of the UV and shaders have been completed.
Since the final models are not ready to go into the VR the basic models are being added into the environment.
Kendall is working on the final conceptual stages of the project. Once this is complete she can help other members with either the modeling stage or getting the final VR ready.
Taig has been working on the first walkthrough video and applying music to it.

There has also been the creation of a new folder to help with the group progression of the restitched models to the final shaded ones ready for the VR. The folder also contains an updated asset list to show the progress during the week and keep track of what group members are working on what models.


Member Work:
Balee L
  • Newly Added:
Campbell H
  • Newly Added:
Catherine D
  • Newly Added: Working on drive clean up and UV’s. None have been added to my personal folder.
Kaitlyn E
  • Newly Added: I have finished the models of a bridge and a bonsai tree and have been working on restitching and perfecting old models to prepare them for UV unwrapping.
Kendall T
  • Newly Added:  Applied new flat gradient shader to concept designs of bonsai tree and small succulent plant to compare to previous faceted shader.  Designed final shape of terrarium from outside view.  Important for when viewer discovers they are inside a terrarium.
Laura T
  • Newly Added: Began importing and arranging models in the final version of the  environment.
Sarah H
  • Newly Added: Worked on foliage models for the ground (flowers, plants) and worked on sewing previous models properly in order to prepare them for UV unwrapping and shading.
Taig L

  • Newly Added: Virtual reality playthrough testing and animatic work. The animatic is in my Completed Folder.

Wednesday, March 2, 2016



PET PARK:


Logline: "A small, playful dog spends a sunny afternoon at the park with some unusual pet friends."

Weekly Schedule:
Link to google drive folder with shots:
https://drive.google.com/open?id=0B-_Y1EV8MXBlNEdaelB4TTdfOG8

Personal Progress updates:

Bekha: Here is the main keyframes for the one of the two scenes of the ostrich and the dog together. The dog is represented by the ball. Done in Adobe Animate.

Zach: I did the main keyframes for most of the gorilla scene. After this part, the gorilla will give the dog a bit of the banana and the dog will happily run away.

Anthony:  I did the animation for the first three shots , with the dog and the man , and the last shot with the animals waving goodbye.  I looked over walk cycles for the man, especially from the book "Animation Survival Kit".  We used Adobe Animate to create the animation.

Danyah: I worked on the gator and puppy scene, scene05. I used references of puppies in action, jumping, running, and on its back. In order to create more accurate keyframes.









Music: 
Demo composed by Ryan Albosta and add off of Woody's Round-up by Thomas Newman and Robin Hood and Little John Walk'n Through the Forest from Disney's Robin Hood.

Group: Dream Queen Death Machine
Members: Ara K., Mae D., Sabrina Y., Tomas H., Taylor M., Will T., Youjin K.
Log line: In dream, you face anxieties; before you wake, you find yourself in a better place.




Will

I’ve been modeling the Mineshaft as well as working on the color script for the field.
My laptop broke on monday but the files should be recoverable. I am supposed to be working rigging also but I haven’t had access to maya 2015. With the time I have had without my laptop  I’ve been working on additional concept art for the field, and considering new assets and how they will fit into the schedule.

Taylor
For the past week, I’ve been working on surfaces for all of the cave formations (rock, wall, and cavern formations).  I have been focusing on making each formation unique, but cohesive.  I have also been testing different specularities on the surfaces  (so as to simulate moisture in the cave).  I have also surfaced all of the bedroom props that have been modeled (the alarm clock, desk, lamp, and the fan).  I have started surfacing some of the cave vegetation.
Ara
Ara King
Goal object:
The concept art for the goal object at the end of the Virtual Reality experience was originally planned to be a tree. The tree imagery was supposed to draw an association to the tree of knowledge, but as the idea developed, we wanted to make the goal object a more general symbol. The final design for the goal is a tree like formation erupting from a lotus with a snake wrapping around the top. This combination invokes the imagery of the tree of knowledge from Abrahamic religions, the world tree from Nordic mythology, the lotus, from Vedic religions, and the Ouroboros. This amalgam of visual associations is intended to make the goal object represent transcendental experiences and spiritual ideals like enlightenment, rebirth, and harmony. These ideas make the goal object something that desirable on a spiritual level, but also unattainable in life.

Colorscript:
The colorscripts were developed to convey the different moods we wanted to take the layer through. The room starts out looking fairly neutral, but somewhat inviting. The following shaft and cave areas grow increasingly dark and foreboding, but the final cave are lets out into a more saturated and dreamy field. The colorscripts currently provide a good idea of how we want to use color and lighting to convey mood to the player, but development on those aspects is still ongoing.
Sabrina

2.22 Modeled the shadow figure of a concept reference for about a week, about three different files for it
2.27 Started playing around with surfacing
2.29 Finished the shadow figure, added some draft surfaces to see what they will look like with surface

2.29 Started the objective trunk

Mae
2/22 Started the ground life (blob-like) model based off of concept art by Ara
2/27 Talked to You Jin about added vertical wrinkles to model
2/29 Downloaded and started becoming familiar with Surface Painter
3/2 Started model of tree based on concept

Youjin
(2/15~2/18)
Mushroom
Concept- guidance the path that character walks through the story. Assets that will show many times inside of environment.
Disk mushroom
(2/15)
-growing on the cave wall. Light glowing-very important to dark place of cave. At first, even it is disk mushroom, it shouldnt have clean edge around it. Even these assets have important role to guide the character, some kind of twisted features are needed. Badly squashed- scaled down so disk mushroom Ball mushroom
(2/16~2/18)
-growing on the ground. Addition of tentacles and wrinkled stem to the ball mushroom. Features are like these are easy to catch attention
Flying worm(~2/21)
Concept-theme of free, initial intent was flying creature but then thin layer of worm would give mysterious impression to main character and view. Putting neon color Previous drawings are easy shape and yet are structured for flying because of themes. Some concepts are complicated shapes while others have simple ones based on sub concepts. 
3/2/2015
Continued from the flying creature (2/21~24)
-Modeling is started from cube and it is stretched out to be more like from concept art I made for. Extrude is key point here to make arms like shape for creatures; those arms will be shell armor for the creature. From the concept art, the creature has wider arms than the model one but the wide of arms does not matter for the model hugely so I left the way it is for now.
Field Vegetation 01 (2/28~2/29)
-Named it as four tentacles for temporary. The concept art is from Ara from our group. This is made by same techniques like other models but a bit challenge because of how those tentacles are wrangled differently. For vary kinds, I could do move leaves (tentacles) many ways to give distinguish shapes for them. If there are other options available for this model, it will be used for making many different kinds.
Field Vegetation 02 (2/29~3/1)\
-Named it as tall vegi for temporary. Another concept art from Ara. There is no complicated modeling method for this model while it still needs another layer on its body to have transparent skin for final model. The themes are similar to mushrooms and yet different since this field vegetation need to be harmony with the scene As Model leading.
Mae -I asked and gave suggestions for Mae made for round jellyfish type to have wrinkle in vertical ways. Just round shape is fine but I wanted the jellyfish model to have closer to the concept art if it is possible.
Sabrina- I made suggestion over shadow figure to have white eyes. Based on the concept art to our group, the shadow figure has eyes that give creepy looks. Other than the eyes, the model is very close to concept art and group love how the model turned out.

Mighty Mouse Review 3/2

Group: Mighty Mouse
Members: Kelsey Grier, Jorge Macias, Lukas Kontilis, Christian Salinas
Log line: A menacing snake attempts to feed on a mouse in a terrarium, however things don't go as planned




Progress Sheet and Shot Sheet:
https://docs.google.com/spreadsheets/d/1abedWrozjfKSdsJLhr_lpzjtuP8e3NWhikk2ExC1phI/edit?usp=sharing


Member Work:
Kelsey Grier
-unwrapping UVs of character models
-painting texture of snake character



Jorge Macias
-Rigged Mouse
-Weight painted


Christian Salinas
-UV mapped and wrapped assets for our animation.
-Experimented with textures and different brushes to find what suits assets best
-Following is an example of what i've been working on and some brush samples.







Lukas Kontilis
-I finished completed the rig for the snake, complete with smooth binding and weight painting.
- here is a video of me playing with the working rig.