Tuesday, 26 November 2013

Happy_Endings_12/11/13

With our real world scene almost complete, I have started putting in the minor details and pictures of katies drawings all over the walls.

We designed and drew up many different pictures for katies drawings and we had to make them look as kiddy as possible, as if katie herself was the one that drew them.



In most of her drawings, we tried to reference many of the things that appear in her dream world so that it came across that she conjured them up, not out of nothing, but from real world things she had encountered herself. Some of the objects were referenced from her drawings, others were referenced from wall decorations, toys, photographs, etc.

Some of the other drawings we used, we referenced from the other groups animations as a nice gesture towards the class.





The starfish drawing is a nod to group 1's starfish animation that they are working on, the second drawing of the airplane is a nod to group 3's animation. We even managed to do a rough kiddy drawing of our tutor Raj who has been our motivation and drive behind the animation to complete it with great quality.

Sunday, 24 November 2013

Happy_Endings_14/11/13

Today I spent most of the day attempting to tidy and fix all of the small things wrong with our scene such as renaming files, adjusting textures and retexturing certain things like the walls and the floor.

This took alot of time as all our textures in our source images folder were really jumbled up.

Because I renamed all the textures into an organised file, I had to also reapply all of the textures again into a copied scene which would be our final working file.




I rearranged everything into a numerical order, easy to follow and easy to locate all of our textures.




We have also almost finished the Dream world and are almost ready to start animating.
 As you can see in the above picture, we have found a unique design for our dreamworld.


Happy_Endings_07/11/13

I am making a lot of progress on the texturing and have now started texturing all of the hospital machinery that will be appearing in our scene. They proved a little tricky as they have multiple textures for different parts. For example, i had to texture all of the creens but also add different textures for the casing of the machines, Metal textures and textures for buttons etc.

 
 
The ventilator was very interesting to texture as I had never seen a ventilator before. So i did some digging and found some references as to what they look like. However, I found that the screen didn't quite look like this and had another one that stuck out a little. So what I did was create the ventilator screen texture with a black outlining which actually gave the machine a nice look. I kept the heart monitor pretty basic.




The IV machine I found really fun to do because at has many different aspects to it. I had to make the IV bag and the tube transparent with a slight bluish tinge that makes it look like it is holding liquid. To do this I changed the transparency of the IV bag and the tube and liquid so that you can see through it. The IV was modelled with a screen even though they don't usually have them so I had to improvise and used another heartrate monitor screen that looks completely different from the ones i have already used to give it an authentic look.

Happy_Endings_06/11/13

Today i have started texturing all of the furniture in the scene. There is quite a lot of objects that need a wooden texture so I had to create a wooden look to the textures.

I ended up getting tricky in photoshop, using a basic woody orangey brown colour as the base, then i applied streaks with the brush to create a grainy look that wood has.

I also used the burn tool which helped give the wood an authentic look making it look like wood which is what i need.

 
For the side table with wheels, I only applied texture to the actual table. The steel frame and the wheels I just used simple blinn and lambert colours to get the desired effect. The cutlery and the tray I also used ordinary colours because there is no point in texturing plastic as the look will remain the same in this setting.

 
 
 
The chair and the side drawers were just as easy as they wheeley side table to texture. They all differentiate a little from each other as Icreated different textures for each object.

Happy_Endings_05/11/13

Most of this week is going to comprise of me finishing all of the UV maps and textures in the real world. I have already successfully managed to UV Map all of the necessary objects in our scene and now I am spending time creating a lot of textures.

Some of the objects proved very tricky to texture and some were going to be really complicated so I automatic mapped some for a quick map which i rearranged and tidied into an understandable and readable format.

For the bookshelf, I had to seperate all of the UV's that belonged to the pages, the covers and the shelf itself so that I could colour it all in one go without having to colour each individual face of the UV's. There was alot on this map that I had to fit in. I kept the colours basic and added thin streak marks on the pages to give it a realistic look as if they were actual pages.





This is what they looked like when they were finished.

Happy_Endings_04/11/13

I've started working on UV mapping and texturing some of Katies clothes. I created the UV map then did a rough texture of what her clothes are going to look like so that we could see if the UV map worked.

It turned out pretty well and Jika ended up finishing it off with his own textures that he had drawn up. They really made katie stand out.

Here is the rough version I came up with:

This is a screenshot of what I was designing as a mock up texture in photoshop for katies shirt.
As you can see i just did a rough drawing of the patterns to see if they would look even and proportioned on her clothes.

 
 
 
 As you can see below, the mock up texture was looking good in the sense that it isn't stretched and there are no edges that cut into the patterns.



Happy_Endings_31/10/13

With the progression of the texturing in the real world scene, we have started to think about necessary textures and the different ways to apply them. It took us some time to find the right texture for the scenery outside the window as we wanted something believable that katie might see.

We tried a city view but it seemed quite bland and wasn't exactly a very pleasant view.



This was just a funny look at what her room would look like if she had zombies attempting to break into her room as if the whole entire city was overrun by zombies and she awakes in a post apocalyptic world where she survived by being in a coma and awakes to fend for herself and set out on an EPIC quest where she must find out what happened to her parents. Armed with only a machete she found in an abandoned hospital corridor, she locks herself in for 10 years, building her strength and aquiring a set of skills necessary for tracking down the ruthlessly undead and becoming the hunter and the key to ensuring the survival of the entire human race. Obviously we did not go with this story...
It was too awesome to comprehend.

 
 
 
This is the final texture we are going to use:
 


 
Not the best screenshot but you can see that we have gone with a very modern look outdoors with a modern building, possibly another part of the hospital, that really sticks out and adds to the realism of our scene.