Still-life or digital-room shot?

22 08 2007


After some tweaking here and there, I was finally able to setup lighting for my scene. I was having trouble with the texturing - I still can’t figure out Maya’s way of texturing, but I’ll get there - so I moved onto composition and lighting. I was going to go for highly realistic forest scene, but I seem to actually like this little table-top model look. It looks like the model, is modeling itself in a professional studio. Also, initially, I was headed towards a room composition, but this looks better as a still-life composition. I actually like how it looks at the moment, but I think if I had various textures here and there, I’ll be able to get something even more interesting. 

In conclusion, I have decided to stick with the still-life shot. As mentioned, the only thing left is texturing. We’ll see how things go in class tomorrow. Hopefully I get some help with Maya’s texturing… I miss 3DS Max!


NURBS-to-POLY workflow: A LOT easier than box-modeling IMHO

22 08 2007

After working with the box-polygon method, I realized that I just wasn’t getting it (at least the way I wanted). So, I started again from scratch, but this time, using a NURBS-to-polygon workflow. This turned out to be HELL OF A lot easier than box-modeling. For starters, creating the topology with NURBS feels a lot more intuitive than when working in poly-mode. This may be a personal preference, but I feel that I was able to do 4 weeks worth of poly-modeling - for the same face - in one day with a NURBS-to-polygon workflow. Since I can convert the NURBS surfaces into polygons, I would be getting the same results as if I were working with polygons in the first place. So, there you have it, my face in NURBS mode before final adjustments. Although I’m pushing it a bit, because I have only a couple days left until submission, and I still have texturing and lighting to do, I feel that this model fairs a lot better than my previous one. I hope, by judging from the screenshots, you can say the same. 
I’ll have a textured and well-lit render ready for upload soon!


Fale: First Batch of Renders

15 08 2007

Here some workspace and output renders. I have the base model setup, and am currently working on texturing and lighting. The shot will be inside the fale (since the assignments is of a room or still life), but for now, I have rendered a zoomed out view of the structure.



Tuvalu doco: Breakdown of short film

11 08 2007
  1. Show mathematical visualizations of Chaos Theory
  2. Show pictures of Tuvalu
  3. TEXT: How are these two related?
  4. Show busy and turbulent, industrialized Western city
  5. Show calm and peaceful Tuvaluan village
  6. Show mathematical visualizations of Chaos Theory, transform into butterfly sitting on a flower
  7. Flower sways in the wind
  8. Loud noise creeps into scene (from trucks)
  9. Zoom out of scene to show trucks bulldozing its way through a field
  10. Show butterfly being crushed under wheels of truck
  11. A piece of the butterfly’s wings flies away
  12. Zoom out and show structures being built at a rapid rate
  13. Zoom in on butterfly’s broken wing as it joins the smog from polluting factories, and mixes with the clouds
  14. Show clouds move across multiple (scenes of) countries, until it reaches the Pacific Ocean
  15. Show the sun burning hotter and harder
  16. Show ice caps moving and melting
  17. Show village boy on island (silhouette)
  18. Show water rising
  19. Show ocean, and then waves forming into a large tsunami
  20. TEXT: Tuvalu in n years
  21. Show tsunami engulf the island and village boy 
  22. Black silhouette takes over scene, and chaos theory visualizations appear once again 
  23. TEXT: Think your actions don’t affect others?
  24. TEXT: Think again.
  25. TEXT: Please help save Tuvalu.


Ideas for Tuvaluan documentary

9 08 2007

For Concept Development, we are required  to make a digital 1-2 mins. long, which explores notions of the city. 

It can a piece about you, a friend, or an historical figure. You could also make a movie about the architecture, or the city inhabitants. The decision is yours, but keep it simple. 
While brainstorming, these were some of the ideas I came up with:
  • Interview some Tuvaluans
  • Create an animation teaser (for a future film) 
  • Create an ad-like documentary that displays different facts about Tuvalu, and then ask if the viewer knows which country is being mentioned
  • Create an animation that depicts two contrasting stories (village boy vs. city boy)
  • Make an analogy of the current situation to the Chaos Theory (also known as the Butterfly Effect)
After much deliberation, I decided to combine the contrasting stories idea, the ad-like feature, and the Chaos Theory. 


Face Modeling

5 08 2007

Here are the initial sketches for the Face Modeling assignment. I decided to sketch a character, using my face as reference, instead of using an actual photo of me. Why? Because I thought it’d be cool to render a 3D version of me - stylized!

[img src=”http://images.siosism.multiply.com/image/2/photos/29/500×500/5/front%20%26%20side.jpg” alt=”Sketch 1″]



Background Check

5 08 2007

Over the past couple of years, I’ve devoted a lot of time to narrowing down my career choices. The choices evolved in this order:

[i]Computers > Information Technology > Computer Engineer > Programmer > Designer > Animator & Visual FX Artist[/i]

I am very certain on placing myself in the Animation & Visual FX industry, but I discovered that there is a lot of different positions to fill in this industry. I thought about specializing straight out of High School, but my father told me to do a broader degree (such as the one I am taking at the moment, Bachelor of Design (Multimedia Systems)) - just in case. As reluctant as I was at the time, I decided to listen to his advice. It turned out to be a good choice, because the fad of the industry (back then) leaned towards heavily specialized workers. A couple of years later, the industry realized that they needed people who were disciplined in a wider range of skills. However, it should be noted that the industry still favors workers who are a bit more solid in one specific type of work (i.e. modeling, rigging, animating, lighting, etc.).

Although I’m appreciative of what has been taught in my degree, I feel that students who are pursuing animation & visual FX, may be let down in terms of the options available during the “specialized” third year. I’m currently doing my second semester, as a 3rd year student, but feel as though I have not learned enough to create a comfortable/satisfying demo-reel. I have taken on two 3D classes this semester (3D Character & Advanced Imaging & Animation), to hopefully make up for that.

As of today, I have decided to narrow in on the art of character modeling and animation. I will be refining this idea over the next couple of weeks, but for my initial demo-reel idea, I plan on including 2 or 3 character models and small clips of each character animated. So, by the end of this semester, I will have something ready to entice myself and of course, prospective employers.



The Samoan/Tongan Fale

3 08 2007

From what I recall, fale is the name for traditionally-built homes in Samoa and Tonga. For my Still-Life assignment, I’ve decided to re-create this structure in 3D. Here are some images I found during research:



Avatar: The Last Airbender - Season 3: Fire

2 08 2007

Season 3 is finally here!




A previous rendition

1 08 2007

Before I begin modeling this assignment, I thought I’d post up a model I did earlier on in the year. This model is high-res and a bit more detailed, but it was made using a different technique - starting out with a NURBS sphere, instead of the low-poly box technique we’re using at the moment, which is required. Therefore, I’ll just use my previous face model as further reference.