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May 28th, 2004, 06:08 PM
I want to welcome everyone to our Production team forum for the Summer '04 session. Setting up this forum was Scott Vigil's idea and I'm very excited that we now have a means to communicate before the quarter begins - so thank you Scott!
In this forum, ideas for our group project are welcome.
Some thoughts about the class:
Historically, the Production Studio classes have tried to do a Pixar-like short which has generally yielded unsatisfactory results because of time and man-power constraints (Pixar generally throws 80 animators at a short with a 2 year timeline, we have ~18 people and 11 weeks). I would ask you to keep in mind that we should scale back our ambition from what this class has attempted to achieve in the past.
In my current Spring '04 quarter we are trying something very different and, so far, it has gone rather well. Instead of making an animated short (a la Pixar), we are simulating an ILM-like experience. The ILM studio is only commissioned to make effects sequences for someone else's movie. Baring this idea in mind, we are not telling a complete story but are creating a short effects clip - in our case, a landing sequence in an Episode II-like environment that has only 4 camera cuts and lasts only 20-30 seconds. Our goal is quality, not quantity, and to create a sequence that is as close to the Hollywood quality bar as possible.
So, please give next quarter's project some thought in advance, as will I, and post your thoughts on this forum.
One thought I have for next quarter is to take an old sci fi b-movie and redo its effect scenes a la Star Wars rerelease. This would be an on going project from quarter to quarter until, in the end, we have a complete movie with revamped special effects. I'm looking at this as our way to work on a movie without actually having to film the actors, etc, giving us as near to movie production experience as possible.
The film I'm considering is 1962 East German movie called "First Spaceship On Venus". The project would require us to storyboard new sequences, design new ships and vehicles, and re-invent the surface of a planet and the remants of an ancient, but technologically superior civilization.
Here are a couple of links for the movie (the second one is in German, but has better screenshots):
First Spaceship to Venus (http://tesla.liketelevision.com/liketelevision/tuner.php?channel=1007&format=movie&theme=guide)
May 28th, 2004, 06:16 PM
Hey this is Scott, I Would like to say welcome to Sharp Productions. As of now i do not know how to put a password on this thred so keep this under wraps. it is strictly for Bruces next quarter production team. This thread is for:
-submitting new ideas
-and showing production progress.
If you need a place to keep pictures, might i sudgest Photobucket to link your pictures from, its simple stable, and no frills.
Lets all have fun and make something spectacular!
May 28th, 2004, 07:38 PM
Hey this is Eli Heuer.
Sounds like a fun project. I think Iíve seen First Spaceship On Venus as part of Mystery Science Theater.
I have never done any pre rendered effects work so Iím not sure how far we could take this. Say we took this scene
Could we redo everything outside the window? Such as have a redesigned spaceport with buggies driving around and ships landing? That would be a lot of fun particularly conceptualizing new designs for the vehicles and architecture.
I am going to scarecrow tonight so I will try and rent the widescreen version.
I would also like to throw out an idea just incase a majority of the group is as in the dark about doing pre rendered effects as I am. The project would be to create a small Polynesian village that we could view in realtime, possibly with normal maps created in zbrush or Photoshop. Check out these links for an idea of what I am thinking about.
Also, I know Nate has been thinking up some ideas too, so I encourage him to post about that.
May 29th, 2004, 02:22 AM
Did they have the widescreen version at Scarecrow? If not, I've got it. We can arrange a viewing.
May 29th, 2004, 03:56 AM
They did not have it, but a viewing sounds like a good idea.
June 2nd, 2004, 02:51 AM
I just wanted to wish everyone in the class the best of luck. I wan't wait to see the complete version.
Bruce rules :D
June 2nd, 2004, 12:20 PM
Hey, are you by chance the same Collin that gave a talk on level design a few quarters back?
June 2nd, 2004, 01:06 PM
Yes, it's the same Collin.
June 2nd, 2004, 04:56 PM
that is me :D
that western mod is looking sweet from the last time i saw it :D
June 3rd, 2004, 01:08 PM
HI y'all scott here, im not sure aobut the rest of you guys, but if we are to do work an old movie we need really good compositors, and personally, i dont think i am one. i wanted to sudgest. Tavernetti is haveing a once-only Combustion class saturday at 10 in room 102 (i think) and i am going to try and make it, id avise everyone else try to be there also if you need to get up to speed on it.
June 12th, 2004, 03:40 PM
I'd like to arrange a viewing of the DVD before the quarter is over for everyone who's interested. The best projector is in 104. Does anyone know whether there is a class in there on Thursday evening or Friday afternoon or evening? These would be the ideal times for me. Let me know what your availability is and what you think.
June 12th, 2004, 05:09 PM
104 is available Monday P.M. and EVE
102 is not open in the evenings at all.
Iím going to be at school Sunday. So I could talk with the techs about moving the projector from 102 into one of the unused Mac labs on Tuesday or Friday evening.
By the way Bruce, this quarters production team work is looking good.
June 12th, 2004, 05:21 PM
104 is available Monday P.M. and EVE
Of these times, Tues PM is best.
It's possible that I could do Monday PM or Eve.
June 12th, 2004, 05:53 PM
Scott: I think we will be fine in the compositing department. You seem to know a lot about cg for film, at least more than I do. Also in the other thread Ken said he would do some research before we get started.
Collin: Thanks for your help with unreal and level design. If you want, you can download the final player model and map we put in the make something unreal contest here (http://www.eliheuer.com/gameartclub.htm).
Also, Nate and lindsy, you guys should start posting here. Iíll bug you about it next week.
June 12th, 2004, 05:59 PM
I have a final Tuesday P.M, so if thatís the only time we can do this I will have to make some arrangements with my teacher.
On the other hand, Iím free most of the day Monday so that would work better for me.
June 12th, 2004, 06:36 PM
I just though of something,
Bruce has a P.M. class on Thursday. There is no Aces meeting that day, so if we start the movie at 4 it will be over by the time mikes class starts.
I say we go with this plan since it works best for Bruce, me and probably everyone else because finals will mostly be over.
June 12th, 2004, 07:15 PM
Thursday would be an ideal time but for the fact that studios are closed due to portfolio and I'm unsure of when they open again. Also, the projectors get loaned out to the various departments for the graduating class's show. Finally, I have to pick up my kids on the Eastside by 5:15, which means I can't stay till the end, but I have no problem relying on Eli to hold on to the DVD for me. I don't have an issue trying for Thursday, but we should make sure that we can a) get the room, and b) get the projector.
June 12th, 2004, 08:10 PM
I talked to the techs. They said that the projectors for portfolio review usually come from the laptop kits and the room should be open by 4.
June 13th, 2004, 02:27 PM
Okay, thank you Eli. Let's meet at 4pm on Thursday in room 104 for our viewing of "First Spaceship to Venus". Spread the word.
June 13th, 2004, 04:53 PM
thursday after class ehh? okey, cool. i was looking through some prehistoric books and they have some paintings in there that seem perfictly venisian. specifically the plant life. ill bring it on the day of the viewing.
June 17th, 2004, 12:13 AM
I was just told by the techs that they will not be opening the NC lab until 5:45. So I suppose we canít have a viewing tomorrow.
June 23rd, 2004, 11:58 PM
Sorry about the mix up Thursday.
Here is a concept I took out of my sketchbook. I was searching for a style that is a mix of contemporary ship design and simplistic 60ís era design. I donít like this sketch at all but I thought id post it anyway to get a dialogue going and hopefully get Scott to post some of the concepts he had on Tuesday.
Iím working on some thumbnails and storyboards now that I will post when Iím done rendering them.
July 7th, 2004, 01:22 AM
Hi there, i have a few ideas i would like to bounce off you guys:
The first picture is of how i imagion the re-entry into venus to be, the ship plummeting through layer upon layer of multi-colored clouds, with the camra shakeing and maby little pieces flakeing off the ships hull.
And the second is a venusian alien city, pretty forbodeing.
July 13th, 2004, 06:31 PM
I like the second sketch. Iím wondering, are those structures Venusian built architecture or are they organic blobs the venisonís built a city around? Either way I like the design and basic layout.
The second one is cool too. I donít know if we would want a whole lot of junk flying off the ship. Space travel is often very eloquent and Idealized in the old b movies and it might seem out of place.
Here is a sketch I just finished. I got this idea watching the Empire special edition last weekend, which I could bring to class.
Anyway, the part of the process George Lucas seemed to get very exited about was replacing the boring scenery out-side the windows with new cg. I think we could consider doing something like that.
July 13th, 2004, 06:48 PM
Here is another sketch. This time Iím playing with the idea of somehow redoing the black ooze
Iíve been thinking that we should go for a mid century modern art style. If we create more contemporary designs they may look out of place.
July 14th, 2004, 07:52 PM
I started sketching this in class, and just did some color work in photoshop. I thought it might be interesting, since the planet is basically a redorange dustball? Perhaps having steam pockets that constantly throw dust and crap into the air.. :3 Critique's are welcome and encouraged.. Hopefully it'll be good :D
- And the blue light is supposedly the light from the spaceship entering.. o.O;
- Suzy Claflin
July 14th, 2004, 08:27 PM
Seattle sketch night on Saturday, 8pm on capital hill @ Aurafice Cafe
July 16th, 2004, 06:24 AM
this woodlike structure is light and very sturty. like a piece of liveing modern art it winds itself around, growing ever so slowly it thrives off of the warmth giving by venuses natual cloud insulation. If any one has a differnt color sceme, i have provided a black and white template too.
July 17th, 2004, 06:18 AM
SClaflin: I like the idea of having volcanic activity in the environment. Iím not sure we would want three volcanoes going off at once though. Also try putting some more atmospheric perspective into your piece since it doesnít really have a main focal point right now.
Raptor:I like this much more than the first sketch of this structure. I would love to incorporate this into the final design. Keep up the good work, this project seems right up your alley.
Iím not sure about the color pallet, Maybe I will attempt a paint over.
Anyway, Iím going to be at the conceptart Saturday sketch night working on my concepts for class. Anyone else going?
July 17th, 2004, 05:36 PM
@Tag: They're not supposed to be valconoes so much as they're like, steam geysers. I'm not totally sure how to explain it but I guess that's one of the flaws in the design ^_^
- I'm not used to making background design so this is a bit out of my comfort zone, still have a lot of things to work on and now that I've looked at it again and again, I start to dislike it more and more.. Ah the joys of being an artist, can never be satisfied I s'pose >3;
Thanks for the tips :O
July 17th, 2004, 06:50 PM
wow this project is really awesome! I wish my highschool would have done this! keep up the good work guys? is this a senior class? do any of you guys like Trigun?
July 17th, 2004, 09:58 PM
lol man o man
July 18th, 2004, 04:11 AM
Headbleed: I think what gasmask is LOLing about is that we are in art school, not highschool. And no I donít particularly care for Trigun.
July 18th, 2004, 10:54 AM
I'm glad to see some of you thinking deeply our project. I truly appreciate your commitment. And thanks for working on the details in color because we're going to need to move forward quickly in order to make our deadline with such a short quarter. :nod:
(Thanks for the vote of confidence, headbleed. Yes, we are not a high school class, but a college level course at the Art Institute of Seattle.)
July 19th, 2004, 05:11 PM
I've created this "storyboard" using frames in the movie from the sequence we have chosen to upgrade. This should be a useful reference for those who do not have a copy of the film.
July 19th, 2004, 05:36 PM
Wow. Thanks Bruce. That helps a lot with finding a dominant hue/value and so on. As well as keeping a consistent look in the ship design.
July 20th, 2004, 01:13 AM
My bad on the previous comment. Is this school like Art Center? what degree area do you grad in? it seems like your school is more into the tech side than the art side from what ive seen on this project. are you all going for compositing degrees? the first 3d pic on this thread look like its for games. whats your school all about?
July 20th, 2004, 03:10 AM
this illistration shows the Symbiotic relationship between a large jelly-fish like creature and "little glowy thingys" i thought that a massiveness and gentalness would be a nice effect.
July 20th, 2004, 04:40 AM
This is what i envision the planet to look like from space, you can see the jet-stream tail and entry point caused by the Space shuttle. i hope that this scene would make it into the final production.
Bruce: i feel that compsiteing will take up to much time and give us all a head ach, i think we should do something all our own, i was talking to Eli about styleized realistic charictors such as are in his western mod to be used as main charictors. i still think that the movie has some great things in it and we should not stray to far from it. but i dont think it is essential to show any of the origional footage.
July 20th, 2004, 06:21 AM
hey y'all heres some concept work involveing the landing. The clouds make huge forms in layers, and whispy trails of wind currents. im off to bed now.
July 20th, 2004, 06:34 PM
This is a sketch I did in photoshop as I was attempting to brainstorm ideas about the planet's surface.
As was mentioned earlier, venus is basically completely covered in clouds, so I would assume, unless there is some tremendous light source from the planet, that it would remain pretty dark on the surface.
I'm not sure if anyone else has thought of this, but I would have pictured venus to be pretty dry and desolate. IMHO some of these sketches seem to be geared more towards underwater environments, and while they're beautiful in themselves I'm not sure if they're fit for the project.
Do we really want people looking at these 'alien creatures' and saying 'Ooh, jellyfish!'.. Perhaps some creatures that are not so recognizable would better fit what we're going for.
July 20th, 2004, 07:03 PM
Scott: cool concepts. The jelly fish one is a little saturated for my tastes. Maybe some more subtle hues would help it out. Anyway I like the idea and the entry into the atmosphere shot looks good.
SClaflin: Good point about the jelly fish. I like the idea in your concept of looking over a foggy valley.
So here is a concept for the look of the plant life.
July 20th, 2004, 08:12 PM
Here I've added some of Scott's storyboard elements to the movie storyboard. Now I'm really feeling like this is going to work!
July 20th, 2004, 09:03 PM
Ones light, the other dark, layout and penciling courticy of nate (DarkChaloopa)
July 20th, 2004, 11:53 PM
I was thinking something about the actual landing of the spacecraft, and perhaps they could come into the atmosphere, and it /IS/ really dark, basically the only light might be some lightning and reflective light far off in the distance, and the light from the spacecraft before it lands.
And it lands and it's totally dark all around, making the spacecraft look very isolated and alone.. so to speak, then a few moments pass, and a small figure comes out of the space craft..
-insert something happening-
Then there's a sudden burst of light and the 'trees' light up and illuminate the planet and the environment, revealing the surface of Venus. There could be paradise, as Bruce was talking about..
To give sortof an example, whoever has seen perfect dark, that one dude that's sitting all alone and freaking out as his light starts to die, he holds his lighter as it flickers and the camera zooms out. He's completely alone, and then he spits alcohol through his flame to light up the area and he's totally surrounded by these creatures.
-Though, of course, instead of using as a place to put in fear and suprise, it's used to create an even larger sense of awe to the landscape.. Just tossing ideas :3
You might get a better idea if I post the landscape idea, so I'll upload my sketch of the landscape and do that later tonight, after I scan it and add some light coloring...
July 21st, 2004, 01:30 AM
I was going to post tonight, but I'd rather have the chance to do a little more refining and maybe add some color so I'll deffinately try and post tomorrow.
And since I forgot to mention it, this is Nikki.
July 21st, 2004, 02:33 AM
Alrighty, here's the landscape sketch I've been working on
I'll add a color rendering of it tomorrow, but I thought I'de give people a little idea..
Also, on the ferry ride home, I was doodling some character type sketches.. I know Nikki and a few others are handleing that part of the concept art, but I figured the design was worth posting here, in case any were interested in using it :3
July 21st, 2004, 03:29 PM
First set of concepts for the cloud creatures... If you modelers like any of these and would like front and side drawings, please let me know. Also, let me know what design direction you all want to go. I really like Suzy's whale-like guys... I will probably play around with stuff like that.
July 21st, 2004, 07:34 PM
Hey there everyone, this is Tye.
I will be attempting to post concept pics Thursday night.
They will include concepts for critters and landscaping. If you have suggestions let me know.
July 21st, 2004, 07:51 PM
I roughed out this illustration of the cloud layer with some potential critters. My creatures are whispy and cloudlike, but this could actually be easily modeled using a painting for parts instead of geometry & particles, etc. The tenticles could be geometry though.
July 22nd, 2004, 01:17 AM
Bruce is posting art!?!?! :ep:
July 22nd, 2004, 03:50 AM
That's rough...? Sheesh.
Anywho, all of our creatures so far seemed to be on this large grandoise scale, I don't know if we have time or room for something small but I was playing with this idea.
Miniature dolphin like things, maybe the size of your hand that inhabit the areas around Suzy's glowing orbs. It's on a black background to show the um, phosphoresence? of them.
And here are the creatures I have dubbed Phoenixrays...
I see them as having more a crystal ball effect than transparent. Like cloudy in areas and transparent in others.
I'm no amazing colorist, so they're nothing fabulous.
July 23rd, 2004, 01:35 AM
I am testing posting on this concept, if it works for me I will post more for you over the next few days, any suggestions would be good. I am also working on pre-production illustrations, so all input would greatly help!
These are top and side of a creature. They can be big or little (palm sized) and I picture them being transparent like a jellyfish, and having the ability to produce their own light. I was thinking blue-ish. I am working in color for better vizual. I am also throwing together a couple of possible color schemes for the landscape and atmosphere.
KEEP UP THE GREAT IDEAS!!!
July 23rd, 2004, 02:22 AM
I roughed out this illustration of the cloud layer with some potential critters. My creatures are whispy and cloudlike, but this could actually be easily modeled using a painting for parts instead of geometry & particles, etc. The tenticles could be geometry though.
neet. devils advocate, will we need the clouds to animate?
July 23rd, 2004, 09:39 AM
If necessary there are always cheap tricks to create movement with clouds, for instance each clound element could be on a separate layer of the matte painting and move slowly to the right at different speeds (relative to distance).
Hey Raptor, where's the cool tentacle painting you were working on last week?
July 23rd, 2004, 03:29 PM
I just saw some terrific work of the planet landscape created by Scott! You landscape modelers should be on the lookout for his posting.
I'm glad so many of you are working and thinking about the project, it's very encouraging.
July 24th, 2004, 04:33 PM
Hi this is Shannon
Thanks to everyone who posted their character designs. I'll see how many of them I can get done before Tuesday. I really like Sclaflins design and I'll start with that. Keep posting if you have other creative idaes.
I'm also going to be out of town next weekend so I won't be able to do a huge chunk of the BG modeling.
July 24th, 2004, 11:25 PM
Here's the model of the fish whale character. Currently it's in SubD mode but can be converted to polygons if need be. The tubes on the dangly thingies can be alphaed to make the feather look in the drawing.
July 25th, 2004, 01:21 PM
these are just a few more quick concepts,
i threw a bit of color on one of the atmosphere BGs,
the critter is a flowerish type but should have the
qualities of a jelly fish, another idea i had was that
the funnel cloud could be altered
and used as vegetation (tree)
this one i had the idea that the stem/trunk could be so big that
the connect wthi the clouds above, like a symbiotic relationship,
or they could grow really big and intwine with other plants creating
a huge canopy like a rainforest
this spider could be a genetic deformation with eyes on the
top and bottom, and be able to crawl in any direction and flip around.
these last three are just more ideas for bruce's cloud like critters.
the creature models are pretty cool, i can't wait to see more!
July 25th, 2004, 02:03 PM
Hey Raptor nice work on the paintings. they totally remind me of one of my favorite episoeds of Trigun!
July 25th, 2004, 03:38 PM
Loreli, Skrunchey, Shannon, SClaflin, tagHeuer, Raptor, and Lindsey. I want to personally thank you all for putting the serious foot work in and helping us move forward so quickly. I'm very impressed with the work you're doing. Please keep it up! Thanks.
July 25th, 2004, 05:10 PM
Hello, this is Mike
Since there will be clouds that twist vertically through the planets atmosphere, I was thinking that the clouds could extend down a little bit into the ground layer as small funnel clouds.
I guess I'm seeing the verical clouds as tornados without the wind and destruction part.
July 25th, 2004, 09:21 PM
I took a stab at modeling Scott's twisty plant concept.
I'll test out different shaders on it to see if I can come up with some neat effects. If anybody else wants to take a try at it as well you can download the maya file here.
July 26th, 2004, 12:13 AM
These creature ideas are based on tornadoes so they could be spinning around up in one of the layers of atmosphere.
July 26th, 2004, 12:54 AM
WOW GUYS!! THESE ARE AWSOME!!! mill tell you i am really happy to see all the work comeing out of this class!
Mike: i really like the color pallet you chose in your top most picture, i am going to try and adapt some of it into my matt painting i am currently working on
Skrunchy: i like the blue color comp you did, its pretty.
Shannon: i like the modle of the plant, i have no idea about how to tackle thes plants on a large scale, but that is pretty close to what i want, a few sudjestions, does maya have something like a "relax" modifyer? just on the connector roots the look non attached, i want it to look a little slike streched skin in shape. as far as shaders, i was origionally thinking that the plant would be strong yet lite, much like drift wood is at ocian shores.
The idea nate and i came up with is that these complex root systems over time would grow deep underground and eventually push up large chuncks of land and even whole small mountains, im working on the concept art for that as we speak.
July 27th, 2004, 02:47 AM
okey, bruse asked me to do a pre-vis on how the land itself woulf look on venus once landed. i am pretty happy with this work myself, but it is un finished, i still have to add some cloud creatures and some plants similar to elie's and nate's ideas in the forground. but heres something to get people geared up.
now this is land and an underground root system that pushes entire hills and mountains up off the ground. the centerpiece is a platue that has only been halfway lifted up and the ship could land at its base by the little lake
July 27th, 2004, 02:51 AM
http://img78.photobucket.com/albums/v361/kenosuna/test_rendar1.jpg Hey guys,
Here is my work so far on the whole jelly-venus-flying-fish-thing.
I modeled it, and took Bruce's art (I hope your not offended Bruce) and attempted to splice my model in for fun. Im not satisfied with the lighting and the color that I added to Bruce's picture, it was mostly an attempt to help intergrate my render with Bruce's.
and of coarse it still needs textures... bad. Trigun style.
C&C is always welcome.
ohh here is another image.
July 27th, 2004, 09:31 AM
and of coarse it still needs textures... bad. Trigun style.
haha, looks cool ken.
Saj1242: The fish whale looks awesome. :drool:
raptor: Awsome work <3. My only crit would be to maybe desaturate the green a bit. And somehow crop it to film dimensions. Thatís just nitpicking it though, itís a really cool concept.
Anyway, here is my concept of the establishing shot of the surface. Iím still working on it so I will update the image as I go.
July 27th, 2004, 02:24 PM
Hey everyone, this is Nathan. Here's the concept/model sheets for the big ship.
versus the original concept
I'm gonna finish it soon so any input would be cool before I start texturing.
July 27th, 2004, 11:06 PM
I'm not sure whether or not we're still using some of my design, but this is what I was working on.. I have one with grassy stuff, and one without.
July 28th, 2004, 12:01 AM
General Comment: Hey ya'll, everything is lookin' so good! :x
Hopefully these help.
July 28th, 2004, 12:12 AM
Ken is going to model this creature... just thought I'd post it to share my idea of what kind of creature I think would be in a lower cloud layer.
(the jelly-fish would be in the higher levels- more heavenly clouds)
Also: We should have a shot where you only see a huge silhouette of a jelly-fish behind a cloud (think Prince of Egypt when they're going through the parted Red Sea and you see the silhouette of the whale). I think this would be cool (and would give size comparison of creature to ship). Anyone of you illustrators want to tackle this idea?
July 28th, 2004, 12:55 AM
Howdy, yall. imadgion seeing giant tenticles between two layers of clouds. you wonder what these tenticlers go to? you see a shadow in the clouds above you and it is enormouse. you break through the clouds and there you see it (bruces, picture) you see these creatures in there full majesty. the ship is dwarfed by the, you see seemingly small animals among them, actually the size of the shuttle in flocks of 4 and 5, like seahorses. and then, you are in the clouds again. alll is hidden
July 28th, 2004, 01:44 AM
wow this shits comming along!
chalupa: much props for diggin vash. trigun has some of the best art in the industry nice ships too.
ken osuna: nice work on those jelly fish things but maby if you added some more elements of trigun it might look better. think of tenticles as vash's burning desires and play with that. your just a laser bullet in one of the best's pistol. rock on!!
spadizzle: wow those are tight!!! I love the lens flares!!! I used to do acid a lot and this totally brings back memories.
sclaflin: you have a style. you know me, if i were you id stay up late for some outerspace action and study the greatness.
myurf: yeah your urf. kind of looks like throw up
raptor: way to go with the land scape!
whats next guys? keep up the good work!
July 28th, 2004, 06:34 PM
wow your guys stuff is looking good for a bunch of seniors(j/k)
seriously i can't wait to see the end product keep up the good work
July 28th, 2004, 09:33 PM
Hi its Shana. Here's some concepts I did on some alien lifeform. I went with the translucent theme we had going.
July 29th, 2004, 12:38 PM
Ken, I like Shanna's idea of having visible organs. It would be intersting if our cloud jellies had some kind of light wieght/helium balloon type of organ system. Food for thought.
July 29th, 2004, 07:59 PM
Here is a differant view of the funnel clouds that could hang into the ground layer
July 30th, 2004, 02:55 AM
In regards to bruces statment...
Its totally do-able, do we still have the intent that the cloud jelly will be producing a cloud-like tornado on top? ether is clever as well as doing both.
shana: clever Idea.
shana as well as the rest: Could i get more concept art in the jelly cloud "organ" department. Not so much as model sheets, but more of what you got aready shana, but more. Man that was hella vauge...
btw, dvd issue has been resolved.
Ken crosses his fingers and says "Love and Peace!" trigun style.
July 30th, 2004, 03:27 PM
Great news about the DVD :confident
I'm glad Shanna's contribution is being factored in, thanks Ken.
July 31st, 2004, 02:12 AM
i think we should have just cloudy storms being produced by the jelly's like in bruces intial picture. I dont thing a classic funnul shape would be asthetically pleaseing, frame-layout wise it would put to many "verticals" into the scene, we want to have more shapely way to move your eye around the picture. a funnle clouds only directs our eyes one direction, up.
they should be quiet creatures, not too intrusive, part of the background.
You could have the clouds around there body show emotion, for instance:
full and content = cumulious
bothered, or intent or hunting = storm
angry = Tornado.
August 2nd, 2004, 04:20 PM
I can understand your point (Raptor) that the funnel clouds could direct the eye only upwards, but that's only if they are made perfectly perpendicular to the cloud layer. I see them as having the same curving S-shapes as the vertical clouds in the inbetween layer. If we don't make them black clouds then they'll be nothing more angry about them than the pointy trees.
I want to see all the layers of the atmosphere stylized. (not just the middle one) The vertical clouds in the inbetween layer are great, and I'm thinking that the clouds could dip into the lowest layer, tapering off into nothing, rather than having abrupt end points.
August 3rd, 2004, 08:54 PM
August 3rd, 2004, 08:56 PM
August 3rd, 2004, 08:57 PM
this is some plant life.
August 3rd, 2004, 10:40 PM
August 4th, 2004, 12:15 AM
This is the Establishing shot Low angle up at mother shiphttp://img.photobucket.com/albums/v365/tu77919/SchoolStuff/Establishingshotship.jpg
August 4th, 2004, 12:16 AM
This is entering the upper atmosphere
August 4th, 2004, 12:18 AM
Entering the atmosphere with clouds billowing about:
August 4th, 2004, 12:20 AM
This is coming out of the top layer of clouds in that sandwiched area between them:
Unfortunately this is a really low res version of this image. It looks better in higher res if you want me to repost this.
I'll be working on landing images this week.
August 5th, 2004, 12:08 AM
well there used to be 3 pages and now there is 2 hmmm someone dosnt like the TRI-factor on this thread. its ok vash forgives you.
Murf22: your plant looks more like a mangled cylinder. tri adding some more geometry to your cylinder and making more leaf like things.
quanti: tri making more alien style lobsters. by alien i mean more like aliens with sigorny weever. practice drawing more also.
tu77919: dont post anymore. ummm the first drawing is really suggestive. watch the first season of you know what and then come back to post in a year.
vash you laters
August 5th, 2004, 10:25 AM
quantafreeze, when I saw this on Tuesday I was pleased, it reminded me of the nautilus ships in "Minority Report", but now that you've added the engines/claws I find it too literal. The design can remind us of a lobster but it should also be suggestive of a functional craft. Try picking a ratio (70/30, say) that guides the proportion of the form (lobster vs technology). Also, from an engineering standpoint, the frail "arms" that attach the engines to the body couldn't possibly withstand the stresses and forces that the engines would no doubt apply. The engines, then, seem like a good place to depart from the lobster form. Does this make sense?
tagHeuer, can you post the progress on your plant model? I had some thoughts about it but i'd like to see it again before i give some feedback. thanks.
August 7th, 2004, 04:50 PM
I've been researching clouds for next weeks painting tutorial and I've come across some pretty inspiring above clouds shots:
August 8th, 2004, 05:06 PM
Hey Bruce, nice job finding those pictures, they look fantastic. ive been working hard to get those scene shots all in a row. It looks like theres going to be about 40 cuts, at about 3-5 seconds a cut. Dont be intimidated by this number however, the shots are fundementally simple, but I know we can make them look nice, we just have to make sure the small amount of modles we have will be really high quality and same w/ there textures, becuse we will be useing them over and over. ill have the stuff done by class for sure.
August 8th, 2004, 06:08 PM
Here's my model based off of Lindsey's character design.
August 9th, 2004, 01:28 AM
hey, sorry it has taken so long to post again. the past week has been HELL.
my girls had food poisoning (they are 3) and i just found out that my cousin was shot (in the head), he lived but we don't know for how long.
anyways, this is a cloud thing i was working on, if you like the idea i can refine it. i will be taking our long weekend to regroup and get back into the swing again.
August 9th, 2004, 01:34 AM
Nice color palette.
BTW, there's a good tutorial on cloud painting at:
August 9th, 2004, 02:33 PM
Here is the plant Iíve been working on. Its still a work in progress so if anyone has any crits Iíll make some changes.
Bruce; Nice tutorial, thanks for posting it.
Saj: Nice work.
August 9th, 2004, 06:45 PM
I really like the plant Eli. :) Nice model Shannon! I really want to animate it.
I have a basic swim cycle animated for the whale creature and it's on the network under my name in Bruce's production team folder if any one wants to take a look for a critique. (I got the spline IK to work)
August 9th, 2004, 08:49 PM
Everyone- i will have matt painting layouts and color ready tomarrow, the first 16 scenes. also i have the first 32 cuts storyboarded.
Shannon- planinum kuto bonus pnts on that last model, imm try and work that into the storyboards.
linsy, i have an idea for the materials on your cloud horse ill show you tomarrow.
eli - you plant is really comeing along, do you think scales would look good on your plant, just a sudjestion. it does look like its being smoothed a little odd in places,
August 10th, 2004, 11:04 PM
sketches for the sea-horse head and a concept of a land critter. (the thing that will scatter when the ship lands, scott?)
Ken has modeled the sea-horse and is gonna model the land mite thing.
August 11th, 2004, 01:26 AM
For all the matte painters, we need to paint each frame at 1920 * 1080.
August 11th, 2004, 02:29 AM
here's the matte painting breakdown:
August 11th, 2004, 02:01 PM
Sorry, I wasn't able to make it to last night's class. If any of the animators want to tackle my latest creature thingy here's the link to the maya file.
August 11th, 2004, 06:25 PM
Here's the first layer of the cloud shot that I signed up for last night
(ship flying inside dense cloud)
Any suggestions before I paint the remaining layers Raptor?
You said to make it 5 times as long as tall, but I'm noticing that does work with the 45 degree angle of the ship in your boards.
August 12th, 2004, 10:23 AM
this Is my first have at the cloud. Raptor what do you thank? what else does it need. I plan to make another with the cloud before this one.
August 12th, 2004, 03:58 PM
myurf- if you could make the holes smaller and more "fuzzy"(softer transitions, that would be good. their should be not time in the scene were the entire ship is totally unobscured, and also their should be no time in the scene where the ship dosnt have at least a subtle silloette. keep in mind when your shadeing on your picture the left side will be up, and the right side will be the bottom, so shadow it as such, right now your shadeing is the top of your picture = top of how it will be presented, we are going to turn your picture to diagonal. the picture in the link yo gave looks wonderful, that is totally what i am going for good job! take it to bruce he may have some revitions to make on an over layer before it goes on screen, he knows cloud lighting better than anyone here, but yeah, good job.
August 13th, 2004, 04:46 PM
This is Tye.
I got started on the matte painting and realized, I have no idea which way the sizing is supposed to go.
Do I make it long, tall, or workable diagonally?
Will the ship be moving left to right across it, or diagonally down left to right?
Are the sizes posted, wide screen dimentions (one panel) or is this the "working" size you want the painting?
August 14th, 2004, 04:40 PM
Raptor-- This is the first layer of the cloud shot that I'm doing.
I made most of the revisions you suggested. I see how the shot will work now with my frame turned diagnol. Anyway, do you see any problems with this first layer?
August 15th, 2004, 06:30 PM
this is the panel i signed up for, i am continuing to work on three more panels that will follow diagonally down left to right, for the JUST IN CASE possibility we will need them.
also, if there are any changes that need to be made let me know, i tried to emulate scott's style and color pallet so let me know if this is what we are after!
August 17th, 2004, 12:01 AM
edit: good lookin work guys.
August 17th, 2004, 12:17 AM
I will assume that you are being sarcastic - being that you are a student at AIS, as are the students in my class. We are attempting to move forward in as professional an environment as possible, so please refrain from anything but productive comments as I am uncertain that everyone from the class is "in on the joke". Your cooperation is appreciated.
August 17th, 2004, 12:46 PM
hey, wow guys. Those comments were not posted by me, I must have forgotten to log of at school. I think the work you guys are doing looks great, I would love to have been in the class. sorry for any missunderstanding guys.
August 17th, 2004, 03:30 PM
Jinkies! This looks like a mystery. Letís split up and search for clues.
August 17th, 2004, 03:32 PM
I'm hoping that all are work will show how strong our skills Are as a class. and that If anyone needs help with there clouds I am more than willing to help. See you all later.
August 17th, 2004, 10:26 PM
Raptor, here's a link to the nice clouds scape from above:
Travism, thanks for explaining :)
August 24th, 2004, 05:05 PM
Ok here is my first stab at clouds Bruce. Comments?
August 31st, 2004, 04:01 PM
hey I'm sorry I appologize for my absence today. I wanted to show you my work on a cloud weel.
I guess I will see you on friday
August 31st, 2004, 08:58 PM
this is the cloud wheel I worked on, I made it with three separate layers that can rotate at different speeds.
September 3rd, 2004, 01:05 PM
You all love this class, and there is some amazing work coming form here. But we are about to lose this great vein into the world we so desperatly want to be part of, Bruce is having to look else where for full time work. full time work that AIS should provide him. should provide to him because of the asset he is to us and this school. join with all of us that are organizing to meet the comitee in their world, "corproate america" to appeal to them how letting Bruce go would be a mistake. read the article i have included. get involved. email me at firstname.lastname@example.org with your stories of his influence in your lives. forward this on to everyone you know that can help us by showing up on the date we set for the meeting with the dean and her comitee. thanks and Bruce appreciates your support.
Join the ForceÖ
Be the voiceÖ
Is Bruce your mentor?
Has Bruce Sharp changed your life?
Made your art better?
Given you more confidence and hope?
Taught you valuable techniques?
Given you secrets in the field you want employment in?
Well, The Art Institute of Seattle has decided to let Bruce walk, by not giving in to his request for a full time position!! This has created a tragedy of epic proportions in the animation dept. Bruce is now being forced to find other employment and turn his back on the students he loves, us!!!
Email me today to show your interest and support. We are organizing now, we will act swiftly, and we will be a force to be reckoned with. We deserve it. We pay for it.
We are strong, proud Seattleites.
We organized at WTO.
We organized at 9-11.
We organized for protesting.
We can organize for Bruce!!!
We are planning a meeting with the 6 members of the E.C. that are directly responsible for giving Bruce the full time hours he deserves to better serve and teach us. The tentative plan is set for 4:30 this Wednesday (sept 8th) at the south campus conference room (721). We have a formal appeal, with a few students giving their input and experience. If you feel you have something to say, email it and get involved!
We can and must make a difference or the betterment of our careers and futures, lie in the wake of this needless catastrophe.
September 21st, 2004, 08:52 PM
id like to thank everyone who posted and who worked on this project. i think a few of us are going to do some more with it, we did good.
September 23rd, 2004, 01:24 AM
Yeah, so does anyone know if the lab is open at all during the break?
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