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PRODUCTION SCHEDULE

WEEK 5: ANIMATION/FX

MON, APR 21

I'm very behind schedule at the moment, since I haven't finished modeling yet. It may yet turn out in my favor though, since I'm more comfortable with modeling. This way, I won't have quite so much shading to do when I get to it. Mostly, I worked on other classwork.

TUES, APR 22

I finished modeling the mummy, and worked on the sarcophagus model. I prepared my midterm presentation, added more references to the website, and rendered out turntables.

WED, APR 23

Worked on sarcophagus, but mostly spent my time on a project for another class.

THURS, APR 24

Began shading of sword and fixed my hallway model so it will smooth correctly. Worked on sarcophagus model more, fixing the face area and laying out clothing folds in more detail.

FRI, APR 25

Continuing to work on the sarcophagus, I had to start over on the cloth folds a few times because I wasn't quite getting the look I wanted. Nevertheless, after much trial and error, I found a good, simple way to do it.

SAT, APR 26

I was at the Sidewalk Festival most of the day, and I did work for another class.

SUN, APR 27

Finished sarcophagus model (all folds, hands, feet) and began shading. Put it together with WIP of sword as well, to show in class. Also fixed mummy model (moved the spine to the correct place) and corrected UVs on my torch/sconce model.

WEEK 6: ANIMATION/FX

MON, APR 28

Fixed the sarcophagus model according to class critique. Her arm looks much less awkward now. I also changed the shading the sword so it is made of stone and not quite so perfect. There are now only pieces of gold, as if it had been painted over the stone and flaked off over time.

TUES, APR 29

I continued work on my stone shader, trying to add more divuts and cracks. I worked with the specularity and reflection as well, to try to give it a more glittery look.

WED, APR 30

I set up for Out to Launch and did work for another class.

THURS, MAY 1

Out to Launch.

FRI, MAY 2

Out to Launch. I began reviewing my notes on Houdini Pyro and setting up my workflow for the torches. I rendered out my first version of the fire, which was lackluster, but at I was able to get a better idea how I needed it to render out/how long it was going to take.

SAT, MAY 3

Did work for another class, but I also modeled a simple stone wing shape and modeled fully the bone wings. I also assembled a good hierarchy for the wings so my life would be easier when I got to animating them. Began placing new models in my maya scene to begin animating them as well.

SUN, MAY 4

Spent most of the day working on torch fire, refining the turbulence and sticking to my references. I fixed the simulation's tendency to flare up and adjusted the shader to fit the coloration of torch light.

WEEK 7: LIGHTING

MON, MAY 5

Animated the mummy and fixed the sarcophagus animation. I used a transform node and a lattice deform for the mummy, who also needed to be posed with the arms crossed and body hunched over. I also fixed some camera positions/animations.

TUES, MAY 6

I animated the bone wings and tweaked the shot 4 camera to time the movement together better. I needed quite a few test renders to see the animation of shots 3 and 4, and I re-rendered my fire simulation with slightly more refined lighting. I tested caching out my simulation as well. One flame at a division level of .025 for 216 frames (the length of shot 1) is 43 GB. I may have to rethink how I go about assembling the fire in the scene. At one point, there are three separate lit torches in the shot, which may get pretty heavy at render time if I'm not careful.

WED, MAY 7

I showed a few different versions of lighting setups and received critique on my mummy/wing animation. A lot of the comments were about how the wings seem to spaz out towards the end, but this look was intentional. I wanted the wings to beat frantically as the scene is meant to portray Nemesis "lifting off", as it were. I think many of the negative reactions actually came from how tight the camera is; so, they can't really see what's happening. I didn't edit my animation much, though I did tweak the camera a bit so the viewer can see more of what is going on in the animation, which makes it feel less jarring.

THURS, MAY 8

Attended Playtesting Night. I set up more lighting, trying to find the right balance between too much light and not enough light. One of my goals with the lighting was to use contrasts in warm/cool colors, which is present in one of my main lighting references. I wanted the tomb to be lit with moody torchlight, but with a sort of heavenly moonlight shining on the sarcophagus. That way, it would appear more majestic and also pop out of the background. However, I had some issues with the lighting flattening out my model and the rim light from the torch overwhelming the profile. I spent most of today trying to massage out those issues.

FRI, MAY 9

I focused on editing the sarcophagus shaders so the light would respond better, and also to address Professor Rauh's comments on the scale of the texture, since the large divuts made it look more like a miniature. I also set up the lights for the torches. I already had one light for each of the torches, but in order to get the look of the flames emitting light, I surrounded the torch with four separate lights.

SAT, MAY 10

Did work for another class.

SUN, MAY 11

Fleshed out the lighting further and put some basic shaders on some elements that weren't textured. I also placed a few more clutter objects in the background for shot 2 and tried to get a bit more light in the tomb so nothing goes to black.

WEEK 8: COMPOSITING

MON, MAY 12

Worked on a project for another class. Since I received a lot of comments on animation/timing, I decided to pursue an RBD simulation of the sarcophagus instead of animating it by hand.

TUES, MAY 13

I also worked on setting up an RBD workflow for my sarcophagus. It was simple enough to do, but it will take a bit more time in refinement and timing.

WED, MAY 14

Charles Trippe portfolio review. Finished my first rough cut and showed in class. Charles suggested I refine the flame more, since it's moving in slow motion as it is.

THURS, MAY 15

I did work for another class and attended the Blizzard presentation.

FRI, MAY 16

Went to both Charles Trippe workshops, and attended the Blizzard presentation as well. Didn't work on anything today.

SAT, MAY 17

Today was for finishing up my sarcophagus RBD. The tricky part was setting up the static objects around it and getting the stone to fall dramatically but realistically. Most of the time, it would fall to the ground and get stuck in an upright position, so I had to knock it over with a moving sphere to get the sort of dynamic motion I wanted.

SUN, MAY 18

I worked on improving my fire animation as per Charles' critique. Overall, he mentioned that the scale of the simulation was off, and so I increased the temperature to make the flames move faster, and I tweaked the turbulence swirl size. I also adjusted the flame height so the fire itself dies off more quickly.

WEEK 9: COMPOSITING/SOUND DESIGN

MON, MAY 19

Showed my second rough cut for A5. I got a lot of feedback on improving my credits and also other additions to my project that would push it further to being a good portfolio piece, but I don't have time for a lot of that. (Like adding cobwebs, making the textures look more ancient/cracked, and in general refining the shaders.) I also got a lot of comments on my sarcophagus animation. I thought a lot about what I wanted to prioritize, and since I think I would be glad to continue working on my textures over the summer, I decided to fix the animation now. That way, all my timing will be down pat, and I can refine shading and lighting to my heart's content after the quarter is over. For now, the shading is workable. As for what I worked on, I separated each of my torches into their own file. The file I had with all of them together wasn't working correctly (i.e. only torch 1 would simulate at all.), so when I separated them I essentially cloned the first torch with a different seed for the turbulence. That way I can cut down on render times as well, since I can render each torch separately and add them in during compositing.

TUES, MAY 20

I improved my sarcophagus RBD based on class critique. In essence, I made it look heavier and slowed down the animation (added a second) so it had more time to slide off the front before it flings outward. I also rendered out the alembic sequence to import into my maya scene.

WED, MAY 21

Worked on a project for another class.

THURS, MAY 22

I did work for another class and re-timed my shots in all my files (sarcophagus RBD, all four flames, and the full Maya scene). My project is now 624 frames (26 seconds).

FRI, MAY 23

Rendered out project with lights separated as passes to animate the lighting. Some minor fixes to the timing of the animation on the camera. Once I have the fire passes together, I should be able to animate the lights properly.

SAT, MAY 24

Worked on enhancing Heather's sound design and rendering fire passes. I didn't work much on my studio project today because I had a lot of things to do for my online class.

SUN, MAY 25

Continued rendering fire passes with the new shot timing. Since the render farm is essentially out of commission, I had to render all four torches locally, which normally wouldn't have been a problem, but Murphy strikes again. I thought I'd finished two of the torches Friday night, but I didn't check it and all my frames were blank. So, I had to re-render those two torches, and try to finish torch 1 and 4. They have the highest division levels, so they take the longest to render. I also worked on animating the lights in After Effects.

WEEK 10: FINAL TOUCHES

MON, MAY 26

 

TUES, MAY 27

 

WED, MAY 28

 

THURS, MAY 29

 

FRI, MAY 30

SAT, MAY 31

Graduation!!

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