Monday, April 18, 2016

The Grass Types - 4/18/2016

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:


This folder is used for grouping the newly restitched models and the final shaded ones. 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.


Overview:
This week we have been making the bulk of the VR environment and features. All assets have been worked on and are getting close to the stage of completion. We have also had some title/credit screen design iterations done and the matte painting for the final portion of the VR is in progress.


Member Work:
  • Newly Added:

some shrooms.png
somesuccs.png
Prelim_Waterfall.png

  • Newly Added: Populated the map with models, created a water shader

  • Newly Added: Work has not been uploaded but I’ve been working on the matte painting for the final VR and making sure work has been completed and prepared for presentation and the final product.
  • Newly Added: With all of the models finished and mostly shaded, my major part of the project is over. So I have been watching more tutorials for Unreal and have been on standby to help out with whatever other people have asked of me.
  • Newly Added:  After a few more alterations, we settled on a title design, so I have incorporated it into many iterations of title screen layouts.  The intention is to use the screen view from where the viewer begins the exploration as a blurred background so that the transition from title screen to explorable environment can be very smooth.  I have also worked on basic layout designs of the credits scene, wherein the viewer discovers they have been wondering through a terrarium and can see it sitting on a table or desk inside a room.  More iterations can be found in my folder.



  • Newly Added: Working on the final VR elements
  • Newly Added: With the modeling stage finished, have been on standby in order to help any group members who need it. Have been watching tutorials on Unreal Engine, and have been preparing to begin creating variations of shaders for the models.
  • Newly Added: Working on the VR lighting.

Sunday, April 17, 2016

Team Redundancy Team Review

April 18th Review:

Paper View

View our Blog: Trello <------ Blog
View our Calendar: Schedule <-------- Calendar

Brittany Wolfe

Nicole DeBolt
Ashley St. John
Jenny Martin

Meena Subramanian
Randi Reynolds
Ben Laney
Cody King

To Do List:

Tuesday: Paper Flying // Butterflies
Wednesday: Flower (All Day)
Thursday: Finish Flower (Sound/Title/Names)
Friday/Weekend: Finish Animation // Camera Looping Issues

Misc:
     Preview: Randi to finish around Sunday
     Poster: Brittany for Thursday
     Team Shirts

Monday: Be able to view everything in oculus

Wednesday, April 13, 2016

APRIL 18 REVIEW

This Monday April 18 will be focused on your project being 90% completed (you can let us know which 10% is not yet completed). We'll do this review in the studio.

We require a working demo on headset if VR and a near complete animatic if animation.

Continue to post individual dialog on the blog here as to your progress. Please make sure to post before class begins in order to receive the full 10 points for deadline made.

Monday, April 11, 2016

Oddity Alley 4/11

Sarah Brown

Logline- A bright, calm alleyway is full of little hidden oddities and events.


Stills:






The game now has looping ambient sound composed of a light tune and outdoor noise, to make the environment feel lively. The Footprint and Jack-In-The-Box Oddities are completely 2D & 3D animated, with sound. Modeling and Texturing of the alleyway is about 50% complete, due to troubles that arose between Maya & Unreal over the past week. Currently, technical errors are keeping the game from successfully being deployed onto the Samsung Gear VR, causing the objects to render pitch black, though this problem isn't occurring on the PC.

Pet Park

Calendar:




Animatic:


Individual Progress:

 

Anthony:


 

I've been working on completing animation for the first three shots, the entry, taking off the leash, and seeing the Gorilla.  I implemented the screenshot of the lightened environment and colored one frame in shot 1 and 3 to see how the coloring and lighting would look together.  I also worked on drawing the dog into the Ostrich animation.  This week, I will complete the animation for the ostrich and the exit scene, and continue to color in the characters in the shots.

Zach:

I have been working on finishing the new animation of the dog moving past the gorilla at the end of the gorilla scene. We are mirroring this scene in after effects after the animation is done in flash. Once I finish the animations, I will get back to work on the matte paintings.

Danyah:

This past week my focus was primarily on cleaning my animation and correcting small errors. The majority for my work was on assembling all the clips along with foley and music, and adjusting the timing. Our pets have equal screen time, the ostrich has slightly more time since he is part of the closing. We've also begun coming up with stylized titles to be placed in either the opening or closing of our animation.

Bekha:

The line animation of the ostrich is finalized and we are now adding the final linework animation of the dog. I added blinks to the face of the ostrich. I also drew expressions and movements for the stopping sequence. I am now beginning to color the scenes of the ostrich.

Jackson Spencer Ocean Man Review 4/11/2016

Jackson Spencer Ocean Man Review 4/11/2016

"The ocean and a man become one."

Due today: Using After Effects for the creation of water-like effects that the imply form of the man

Upcoming dates:

4/11 --> 4/15 Tweaking the position and opacity key frames on the effects, adding smaller splashes and layering them to look more real

4/15 --> 4/22 Finishing a more in depth environment for the ocean man to be placed into for the final

I first looked into using the Trapcode Particular plug-in for After Effects to program a particle field that would be modifiable around a shape (the animation), and could be coded to look like water, so then I could place it over my animation using a mask to create the illusion that the drawing was made of water.

 
but I soon realized that the plugin was actually very expensive, so I had to find another way to create the same effect using other methods in After Effects.

So I converted the frames of my animation into png files, opened them in Photoshop, and created a batch action that would cut out the animated man in each frame and save it. Then I opened the png files as a sequence in After Effects.

 I placed the animation of the man on the top layer and applied the Simulation filters such as CC Blobs, CC Glass, Change Color and experimented with their different modifiers to create something that appeared like liquid. Then, in combination with a motion blur, I created four null objects that were linked with the positions of copied versions of the liquid man, and made them to follow the limbs of the man with keyframed motion paths. Using the CC Mercury filter, I could turn the copied versions of the man into splashes of liquid, so I could then create splashes of liquid that followed the movement of the man.



The movements seemed to work pretty well, the challenging part was getting the splashes to look one with the man, but I think that once the keyframes of the motion path get a bit more attention and I mess with the opacity of the different layers I can get them to appear more fluid.

Review for 4/11

Team Mighty Mouse

Team Members:
Lukas Kontilis
Christian Salinas
Jorge Macias
Kelsey Grier

Blog
Calender
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