Sunday, 10 November 2013

Project 3: Week 1 Reflections.

Week 1 Reflections.


Days:
Monday 4th
Tuesday 
5th
Wednesday 6th
Thursday 7th
Friday 
8th
Saturday
9th
Sunday 10th
Work to Complete
Begin sketches in book of scenery and small panels for storyboard.
Look  for real life images:
trees
woods
Disney? - Bambi
Begin higher quality sketches of trees and woodland area in sketchbook


Begin higher quality sketches of trees and woodland area in sketchbook
CAD session 
- keep blog up to date. 

 Documentation.   
Reflection


This week I planned on starting to design my storyboards that I would use as a basis to create my animation. 

Monday 4th November: I did light sketches of woodland areas, focusing on trees and shading them. 

Tuesday 5th November: Collected visuals of paintings (Not photos) of woodland areas to get different colour schemes - green, blue and purple were most popular.

Wednesday 6th November: Began higher quality sketches of trees to use for my storyboards.

Thursday 7th November: Began higher quality sketches of trees to use for my storyboards.


Friday 8th November: CAD session and filled in blog!


Friday, 8 November 2013

Project 3: Beginnings of My Storyboard


Creating Visuals for my Storyboard. 
I have taken inspiration from both online and real life sources in order to recreate a stylised set of scenery pieces that I plan on using in my storyboard, and eventually my animation.



 For this piece, I went out and sought after first hand visuals that I could use to bring a semi-realistic style to my drawings, purely to test and see what kind of visuals would be easier to recreate for my animation. I went against my usual style of drawing and used rather square and parallel lines, bringing out angles in the trees and adding depth to the picture, which is a factor I want to take into consideration when creating a forest in an animation. 



 Once I had tried and tested a more realistic view on groups of trees, I then went onto gather images of trees that I knew would work well my usual  style of art. I went looking specifically for types of trees that were twisted and morphed into peculiar shapes. Most of these kinds of trees seemed to be found in European countries such as France and Germany, which, coincidentally, is where a lot of fairy tales such as Hansel and Gretel and Little Red Riding Hood originate from. 
On this particular image, I focused on thicker lines and plenty of shading in order to create a more dynamic setting. The trees resemble a much more fictional style, where faces of words could easily be hidden among the swirls and patterns. I drew these trees whilst watching Disney's Snow White, which also links in well to the evil presence where faces and words could be brought into them easily and depict a negative entity. 


Taking both of these styles into account, I then went ahead and began creating my own version of these tress, completely from my own imagination with no visual help. I knew I wanted to take the line structure and thin details from the first set of trees and use that as my own, as well as using the light and heavy shading techniques from the second set of trees and blending that in as well. 
And this was the result! I'm really pleased with how these trees turned out, the bold outline blending into the smaller and weaker lines is probably my favourite thing about this image, as it shows everything down to the last detail, without making it over crowded or messy. I went over some of the lines down by the trunk, however, in order to show off a more sturdy bottom end to the trees and not make them look flimsy or unsupported.

Evaluation.

Although I do love how detailed and delicate these trees look, in something like my storyboards, which are only going to be A3 sized, I think there is just too much detail in them and I would need to simplify them. I do still plan on using the original shape, and bringing in defining lines and shading in order to make them more 3 dimensional, and I would be more likely to use these if I were to make a storybook or little leaflet on this animation.




Thursday, 7 November 2013

Jeff Soto; Telephone Poles – Abu Ghraib (2008.)

Another one of Soto’s works, that I feel inspire me, is “Telephone Poles – Abu Ghraib,” for a number of reasons.
The concept of this illustration, I feel, is to focus on a number of underlying messages that cause controversy around the world, and still manage to possibly associate itself with a well-known children’s story “Peter Pan.” I feel as though I could take this subject of children’s storied and relate them to problems around the world, related to religion, terrorism, money and social views on other cultures.

The style of the illustration is rather miss-matched in my opinion; a cluster of images all done rather differently to Soto’s other work. It gives off a strong feel of confusion, obviously related to both religious and political views which would explain some inner conflict between morals and duty. I feel as though this could give me insight into how to include and incorporate other images into my pieces of work, without simply placing them around or next to the main character or center piece. This would also allow me to fill up my pages of work rather than giving them a simple background, which would make my work look a lot more professional and effective.

 I also feel that I could be inspired by his work because of the way he lines his work: he almost does the exact opposite to what I normally do and has very sketchy and disjointed lines to outline his work. This gives off the feeling of anger or quickness, which can make the image look vastly more effective than having clean and flowing lines, especially for the subject that I think the image is meant to depict. It would also help the time scale and development of my ideas, as it would save me time on outlining my work and would give me a better chance to concentrate on my colour scale, as I have trouble deciding on a typical colour palette, while my drawings are lined in simple black.

Monday, 4 November 2013

Project 3: Week 1 Plan - 04/11/13

Project 3: Digital Skills Application.
For this project I have been given the task of showcasing my digital skills by making an animated short, along with any other digital work that I feel shows my skills to their full potential. 

Monday, 4th of November:
This week I will be concentrating on making my storyboards up for my animation, giving timings, camera angles and any small notes that the animation needs. 


Days:
Monday 4th
Tuesday 
5th
Wednesday 6th
Thursday 7th
Friday 
8th
Saturday
9th
Sunday 10th
Work to Complete
Begin sketches in book of scenery and small panels for storyboard.
Look  for real life images:
trees
woods
Disney? - Bambi
Begin higer quality sketches of trees and woodland area in sketchbook


Begin higer quality sketches of trees and woodland area in sketchbook
CAD session 
- keep blog up to date. 

 Documentation.   
Reflection

Sunday, 3 November 2013

Project 2: Week 3 Reflections.

Week 3 Reflections.


Days:
Monday 28th
Tuesday 
29th
Wednesday 30th
Thursday 31st
Friday 
1st
Saturday
2nd
Sunday 3rd
Work to Complete
Complete 4th walk cycle - colour if I have time. 
Transfer all SAI files to PSD and animate them on Photoshop.
Print out 3 character boards and put walk cycles on a disk. 


collect all work, folders and submission forms
HAND IN!

 BREAK   
Reflection

This week I set out to complete any left over work, my last walk cycle, and then hand in all of my work from the two projects at the same time. 

Monday 28th October: I drew up and digitally lined my last walk cycle, which was the zombie fawn. Had trouble with moving legs at different times, and body had little issues to fix. 

Tuesday 29th October: Moved all of my files to psd where I uploaded them to Photoshop and animated them using Photoshop's animated timeline. 

Wednesday 30th October: Printed out all of my character boards and written work for both projects. I put all digital work on a disk. 

Thursday 31st October: Sorted out my two projects into two separate zip folders and printed out my submission forms  to sign. 


Friday 1st November: HAND IN!!

Saturday, 2 November 2013

Fluorescent Hill - Joey


Joey.



Here is another animation that has been created by Fluorescent Hill, Joey.  The thing that caught my eye straight away about this animation begins right at the very start, where a detailed and delicate header is drawn out in a real time effect, which looks simply amazing. It also adds a sense of age and tradition to the story even though it is not yet known what it's about. I chose this piece because it is the complete opposite of  "Spacious Thoughts," in many different ways. To start with, it would appear that this animation has been created in either 2D or 2.5D, a big change from full 3D that Spacious Thoughts was developed in. The main element of this animation appears to be rotoscoping (possibly traditionally or digitally done) and has a sepia tone running through it, which makes the film look classic, or vintage. There also seems to be a lens glare in the middle of the screen, which also adds a home-video kind of effect to the film as well. The storyline of this animation is rather strange as it begins with a stop motion piece of an old storybook opening into the beginning of the song. It shows a fox and a crow, in the wild, begin to fight and it results in the crow begin decapitated with smaller crows flying out of its throat. It then flashes onto a fox trying to fit into everyday society, with crows replacing humans, I find this quite odd but entertaining at the same time, the video looks as though it should be more gruesome and grotesque than it is, and gives a tingly and shivery sensation, which appears to be heightened by the creepy indie music that its playing along to.


Friday, 1 November 2013

Project 2: Creating my Walk Cycles/ Final Products/ Evaluation.


In Preparation of creating my walk cycle loops for my final animation, I began by studying and
researching various ways that characters walk, and taking into consideration my characters weight, height and specific body parts which would have to be catered for. I searched through a vast amount of walk cycles and character designs, until I got to this little gem.
It seemed as though this walk cycle was perfect to help base my characters walk, for a number of reasons. The main one relating to the fact that I wanted my character to be rather short and podgy, and this little bird’s body was rather similar to what I had in mind. I also found that as I was drawing up my own characters body, based on this walk cycle, his belly would move from side to side, as if drawing all attention to it, and making it seem even bigger than it was.
I found it a lot easier to simple draw my walk cycle images straight onto my computer, than doing them traditionally first, this saved so much time when it came to putting them all together. I used a stabilising tool on my pen work, which meant the lines would be a lot more smooth and flowing, and not sketchy like they would have come out by hand. I also chose to keep the outline of my character rather dishevelled, by changing the pressure that I applied to the pen. This made the line-work much more dramatic and somehow added a lot more character to the little raccoon, mostly by the lines being thicker at his arms and tummy, which made them seem more defined and thicker.  I didn’t have any specific difficulties when creating this walk cycle, there were minor changes to make with every frame there was to do. I did find, however, that I was able to keep the line definition the same throughout the cycle, and very easily as well, with thanks to the simple shape or my character.  Seeing as I had something as a base for my character’s walk cycle, it didn’t take me much time to complete my first walk cycle, and decided that because it had been so successful and so time efficient, I would use this loop, as an actual piece in my animation.




After I had created my first successful walk cycle, I decided I wanted to give it a go at colouring it;
I began by making a copy of my set of frames, and used the layering system to use colour on my individual frames, without going over the linework and ruining it. I wanted to start off using basic

colours and working my way up to doing complicated and more detailed colouring. However, I found that my characters colours were rather simple, and to try and simplify them anymore would cause them to not match the style of drawing I had done on them.
Here, it shows my first final frame that has been coloured. I used a base colour in grey/brown, then applied a light blue/white for the tail stripes and the fur on his belly and face. I used a textured brush which I edited to make look like fur, which I think worked very well on his body. I also added a dark grey to black colour on his feet, which worked very successfully and made them look a little dirty, which it turn makes him look more like a wild animal, rather than a house pet.
After I had applied all of his fur, and dark rings around his eyes to make him look both tired and more raccoon-like, I went on to create the shadow around his body. To do this, I made a new layer, turned the opacity down to about 19%, and turned the colour down to pure black. Then, with the stabiliser on max, and the pencil tool (which creates a clicked end) I went over the specific parts of his body.
This image shows in more detail how the shadow looks on the character. I think it works really well, when creating a shadow this way because of its opacity. The colours underneath are still very visible, whereas if I’d simply put a black line as the shadow it would have looked a lot less effective in my opinion. It also makes my character look a lot 3-dimensional, which brings him to life.
After I had completed all 14 of my walk frames, I then adjusted all of my images to ensure they were the same height, width and length, as my animation looked a little bit jumpy when put together.







Once I had completed a walk cycle, and applied colour, I thought it best to try and work on one of my more difficult characters. That character being Lola, the fawn friend of Archie’s, and the soon to be killer of Archie as well. I really struggled with putting together an idea of how to make her walk, as I

haven’t ever really drawn deer that much, due to their complicated bodies and stances. So I sought help from gifs of Bambi, which I then broke down and used as bases for my own character! I found this way to be so helpful, and I quickly picked up the specific body parts and areas which would need most defining and emphasis, like I did with my first loop. I didn’t copy the cycle too accurately in this image, as they depict a fully gown deer walking, and I wanted to add the cautiousness and speed of a young fawn.
I found that using the pen tool, again, gave the sleek edge and soft lines that I wanted for this picture, as deer are seen as elegant creatures. I also found it rather challenging to keep an eye on what leg was moving where, and to ensure that I didn’t mess up the walk cycle. I probably could have made it easier for myself by shading or marking one of the front and back legs, to distinguish them from each other.
However, I persevered, and was able to create a full, and working, 20 frame cycle, which shows the deer cautiously walking forward. I added a tiny bit of a head dip to my character, which is JUST noticeable, but I didn’t want to create too much of a fuss with parts of the body other than the legs at the moment. One thing that did bug me about this walk cycle was that the images seemed to get bigger as the frames went on, which is probably down to my poor tracing skills. I managed to correct this by taking each individual frame and used the transform tool to make every single one of them the same size.
This walk cycle, I feel, took a lot more time and concentration than my first loop, simply because of the amount of body parts I had to control.  I feel as though I could easily apply colour to this cycle now, and try and work how the shadows would change as the character moves as well. And I also intend to use this cycle as a base for when I turn my fawn into a zombie like creature, were I can use each frame and edit it to my liking.





Once I had finished my first deer walk cycle, I then went on to using it as a base for the horrific makeover it was about to get;
I started off by drawing a simple line on my canvas, to ensure that all the frames were going to be the same size and I wouldn’t somehow make them all bigger as the frames go on.


I then copied and pasted one frame at a time, adjusting the size so that the character situated itself perfectly on the line. I then “went to town” on erasing parts of the body, and filling them in with different, horrific injuries that I plan on giving to the deer.
I started off with rather simple things, I added bags under her eyes to signify that she had become part of the nocturnal forest, much like her friend the raccoon. I then added a few drops of…whatever was eating her from the inside out, on her mouth and then added bits of the substance dripping from her mouth and swinging in a very mucus-like fashion. Although I’m aware that deer don’t really have eyebrows, or most artists try and blend them into their facial furry features, I altered hers to make her look more angry and demonic than before, and although the eyebrow looks rather placid in this image, it gradually becomes scarier as the frames go on.

I then went on to taking actual chunks out of her body. I knew from the moment I decided that she would “turn,” that I not only wanted to have parts of her body missing, I also wanted her to gain body parts, growths, tumours, boils – those kinds of things. So the gunge that’s eating her from the inside out, finally made an appearance and is shown to be dripping down her neck, were her windpipe and throat would be, I think this looks great, really effective and is actually not nice to look at, rather than making her still look cute with half her body missing, which is a common thing among this genre of animation.
After spending so much time working with her legs, I was a little apprehensive about changing them in any way, but one idea I did have, which kept her leg shape well, was to have a bone sticking out of one of the joints in her front and back legs. I drew a rather crude looking bone sticking out of the joint in her front leg, which looks rather horrible, along with the blood trailing down her leg to add to it. I also made her body lower itself, and go into a little dipping motion when it was time to put pressure on the leg, which I think will make it look a lot more effective and consistent with the frames.
After adding extra bones and effective the movement of my character, I then went on to make the biggest impact of my character;
I decided that to make my character a little bit more 3-dimensional, and I did this by removing almost half a side of my entire character. I wanted to have some ribs and organs showing, as well as making the skin look like it was peeling or dissolving away due to the substance inside of her. Although I want the skin to recede slowly, so I started off with a few cracks and splits in her skin, which I want to develop into larger splits and tears. Showing the ribs was easy enough, as I simple just had three separate spaces which curved down to meet the joint in her front leg.


I then went on to add multiple creases in the edges of her joints and skin. I think this makes the character look a lot more run down, almost as if she was sagging due to the nature of her health. I also added a kind of splat effect print on her hip, I think it kind of lightens the mood on the animation, as I don’t want this animation to be completely horrific! And the creases I think work so well, making her look so much more decrepit and shows just how much she is falling apart, and I also added a graze to the skin on her back leg, just so I could tell the difference between the legs.
The final product of my first frame of this walk cycle looks like this; I am very pleased with the detail I have managed to put into her and how I was able to make her health deteriorate steadily the more she moves. I have adjusted the majority of the frames to ensure that all of them are the same size and have went through her run cycle to make sure that the leg works well also, as I have intended to make it look as though it is limp when she runs. I then applied this to all 20 frames of my original walk cycle.



FINAL OUTCOMES:





Evaluation.
One a whole, I am really pleased with how all of my walk cycles have turned out. I used a digital format to create all of my frames and loops, which I haven’t done before, and experimented with making a gradual change to my character through the loop as well, which required a lot of attention to detail. I think I struggled slightly with keeping my frames all the same size and shape, because I was tracing and tracing and tracing an image constantly, and a result of this problem was the size of the deer's head changing and morphing slightly when in real life it would stick to the same size.
 If I were to do anything different, I would try and trace out all the frames by hand first, to ensure that they were all the same size, and would also have the much smoother and sleeker lines that my hand-done pieces tends to have.