Its official the Lego Movie is a success its official, with a gross 200 million box office sales and climbing. So naturally people are goanna want to know about it and what it took to make it, this article happens to be about the lighting of the movie, believe it or not it was harder than you might think. For starters the texturing, lighting and shading had to match the look of the plastic Lego's exterior, something that everyone has seen before and not easily faked. Not to mention that the entire movie is riding on the theme of Legos so if it doesn't look right you can kiss the movie good by. In order to obtain this look the lighting team had to run ray-traces calculators in order to get the reflective look that Legos have not to mention every piece of Lego is some what reflective, one of the cool effects they did was adding finger prints to make the pieces look more sticky and all around more Lego like. Some of the tricks the lead light specialist used to get the lighting right was to actually build some of the seens out of Legos and add is own lights to get a feel on how it would look, it was here he came up with some of the light ideas for the movie. Lastly was something I found the amazing, the assets department was able to only render what was visible in the filming. this became necessary because every building was created out of indivual Lego pieces to get that authentic look creating a huge problem for the rendering soft where. They fixed this by looking at witch pieces where blocked from view and then not rendering them. I love this idea especially because its right up my ally, being lazy, thought it still means you have to build everything so the only load off is taken by the computer. Never the less it was cool to learn about how they made the Lego movie look so much like Legos them selves and I can't weight to see it.
final question "when are we going to be watching our remaining films?"
Wednesday, February 26, 2014
Sunday, February 16, 2014
weekly post 15
I am sick of writing, I had to complete the 5 page paper this week and it was exhausting to say the least. Its definetly my falt that it was late, I blame lazy ness but still it was had none the least. lucky for me I had an extreamly productive week after completing the demo on joints and creating the model for my hand thing are on the up and up. Lastly I am stoked to be using the particle effects, frustrated I couldn't start the demo but if all goes well I might be using it in the 3d short. fingers crossed.
https://www.youtube.com/watch?v=FhbMwGlZ2ng this was part of my research for matt and tray and I really want this game.
https://www.youtube.com/watch?v=FhbMwGlZ2ng this was part of my research for matt and tray and I really want this game.
how to hook your aduences
hooking you audience is basically the only job an animator has and if you can't do it who ever your working for will. I can't even begin to count how many times I've skipped adds because they were boring or watched one all the way through because it started out with an explosion. My point is if you can't hook the audience you don't belong in the film or animation business. The first step is to relate to the target demographic and appeal to there wants and needs. Keeping the stories protagonist someone the target audience can relate to, but to grab the you have to open with a griping scenario based on the audiences likes for instance if it's for actions fans try some alone the lines of having the main character getting throne out a window in slow motion (its captured my interest more than a few times). One of the simplest thing you can do is show something the audience hasn't seen before and get their attention through shock value. (works for south park) Lastly appeal to everyone's emotion through proper usage of sound effects, lighting and it's never a bad idea to get talented voice actors.
final question "when is the lip sinking project?"
final question "when is the lip sinking project?"
Sunday, February 9, 2014
weekly post 14
Anibot is finally over and I did horrible, seriously this thing is laughably bad, any way the up coming 3D short is going to be there and I here their is going to be an inverse kinematics lesion soon, ya (sarcasm) and that will create another demo, ya again.(still sarcasm) the only thing I bothered to learn this week was the graph editor and how annoying rendering is. To top it all of the paper is due and I still don't have a typing soft ware so now is the time to start improvising. As my wise father once said it's shit or get off the pot time, now parallel park this van (and in case you where wondering it was his 15 foot long 7 foot wide cube van)
https://www.youtube.com/watch?v=e84EkDGSsWQ ten for the win with Steve and Larson I'm not sure but I think on of them is mentally challenged
https://www.youtube.com/watch?v=e84EkDGSsWQ ten for the win with Steve and Larson I'm not sure but I think on of them is mentally challenged
Somethind about meatballs
A patently cloudy with a chance of meatballs 2 is getting a crap ton of stuff written about it. Truth be told I thought it was mediocre but I seem to hate everything these days. Pete Traves was I gut that works on the project and many others (one good others not so much) and he sat down with animated viewers for an inter view, this is what he said in a nut shell. First of the major difference between a CGI film and an fully animated one is the way things are organized not necessarily the way thing are done although in animation the task is more extreme because you have to create everything. Next was foodimails the acting antagonist for the story, his said that the deign of the creatures was simple but the mechanics behind it was a very complex not to mention the havoc that it ran on the physics simulators. Lastly one of the major changes was creating the world itself, I still remember reading that a lot of time and effort when it the physic of making cloudy 2 because the simulators just didn't know how to handle the way food would react if it constructed the world not to mention the real-world physics didn't transfer over well to cartoon way thing were animated. Over all the article was interesting enough to read but I still won't see cloudy 2 and I hope to god they don't make a cloudy 3 that just sounds like a nightmare.
final question "are we seeing this movies in class or are we really too short on time?"
final question "are we seeing this movies in class or are we really too short on time?"
Thursday, February 6, 2014
5 things to make the thing i don't do better (make movies)
Like I said in the title I don't do movies, I get it film is important and the root of animation but still I don't do it. (at least till next year) The world is an ever changing and ever evolving place and try to create a relatable theme that hasn't been used to death is difficult. In this quest the article gave the following advise, give the character either the ability of deep insight or make them very analytical (i'm not 100% sure what that meant but it sounds like good advise) Also make sure to create a bold script that can push the boundaries and make the film really stand out. Lastly is try and pace you self the more stress you on your self the more it can cause the film to suffer especially if you are trying to do to much to quickly. I'll just say it one last time in case you missed it I don't plan to do movies in fact I want to make video games. Never the less I still like to get useless advice about these sort of things, at this point I call it a hobby.
final question "what is introverts anyway cause I got no idea?"
final question "what is introverts anyway cause I got no idea?"
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