Monday, 5 December 2011

Wasted Digbeth Final animation


Here it is, this is the final version of our project on wasted Digbeth.

The idea and connotations around this animation was to show an average person who finds himself in a strange land, as he roams around he becomes accustomed and settled in his new surroundings. However to his dismay he soon comes across areas which are empty and wasted spaces being, disheartened by this he wants to make a change, he wants to make the place better seeing the potential it has he looks for the cause of this to fix it.




The connotation behind making the man have no distinct facial figures was to make him relatable to the audience to a new person coming into Digbeth. The thought behind the wasted areas highlighted in red was to show how they stand out and are noticeable. The man is content and likes the place until he sees these areas wasted.  What I wanted to show was how these areas have a negative affect on how people view Digbeth. He was settled in the area before seeing the wasted. areas he realized the place could be so much more. Therefore we made the cracks start to affect the developed areas.




Finally, once he has fixed the problem, everything changes making him more happy with the area and giving Digbeth a brighter future.
 

Overall I found this to be more engaging, entertaining and visually attractive piece than how we previously wanted to address the subject and I hope you found it to be so as well.
The method of how we made this inspires me very much. I like how we had done the backgrounds in 3-D rendering just that. And then creating the animation in flash, I like using this technique and hope I can experiment with it again in future projects.

Digbeth- Modelling and Effects 2

For the end sequence the new buildings would emerge in colour in a similar way to sonic generations trailer. With the bridge, I modelled this in different segments first completing the base of the bridge, then morving onto the pillars that would hold structure. Once  I had completed the model I would pass it on to another member who then coloured it in photoshop.

 final model  colored.
 This process followed for the two remaining models shown.

 final model colored.

final model Colored and tweaked.

Digbeth- Modelling and Effects 1

This is the overall 3-D shot of how we start up the buildings and the pathway the man would walk-through Digbeth. 


Adding a fixed to the scene, once we had rendered the scene we would then take it  after effects and photoshop if you're we would add the effects to the scene the reason for this was adding it in layers allow dust to animated then simply just when doing the same in a blue glow.


The  atmosphere and mood would change without animation a number of times  it would start of in a clear blue but as he got close to the wasted spaces it with or changed to a red orange theme and finally at the end where he has solved the problem and the void all comes into color although this would be done  so we would be changing it a couple of times.

   First becoming aware of the cracks lights in is a  dim misty red.


 As the cracks spread the  atmosphere and color changed, becoming a sort of apocalyptic glowing red.

Digbeth- Modelling and Rendering part 2

Here I modeled some more models of buildings around Digbeth.


Modelling the custard factory was a bit tricky outside of a simple rectangle and added squares for the Windows. I treated it using different objects and tools such as the bevel and booleans which are dangerous so you should use them last when model. I only modeled the custard factory from the front and side as this would be or you would see of it in the scene.

 Finished model.






Sunday, 4 December 2011

Digbeth- Modelling and Rendering part 1

Starting to model the surroundings and buildings in Digbeth, however trying not to focus too much on detail. These buildings where based on the buildings around the Digbeth  market.

 
 
Render scenes.




Tuesday, 29 November 2011

Digbeth- Renewed Style and technique

We decided that we would model the buildings in Autodesk Maya this was because it was the best way to gain the effect we wanted being ambient occlusion. so we would render the model buildings in Autodesk Maya with this efect and any think additional would be added in Photoshop.

The visual style and idea came from the combination of the Sonic Generations game trailer and ITV’s England Ident.   these were both really helpful when coming up with the style. In contrast to what it was used for in the ITV England ident  where it was used to emphasise the English identity. We  would be using not only to emphasise but highlight the wasting areas within Digbeth.  we also added a  red cracks which linked all the wasted areas together.

once the man pulled the lever we wanted color to fade into the backgrounds like so in the sonic trailer.

We also decided that the best way to animate the man would be in flash and we would composite all together in after effects.

 


 
                                                       Who's your favorite Sonic?

 
    Animatic 
This is the animatic for the project.

               

Digbeth- Renewed

What we decided to do was work around the “wasted Digbeth” concept more and we came up with this idea to make it more abstract and animated. The idea would be based around a character that would represent the audience.  Finding him in a derelict and empty place, buildings from Digbeth would arise from the ground but among them there would be some empty spaces that were not developed. This would be highlighted in red to signify that they stand out, and are many. The character would then seek to rectify this by looking for the cause of it. Once found would see that is just a lever on off, so he would switch it on releasing Digbeth’s full potential.

The Narrative structure:
Act 1–The Introduction: We find the man standing in an empty and desolate white void. The man begins to wonder the void as buildings from Digbeth begin to a rise from the ground.

Act 2: The Problem: As the man wonders his new surroundings he discovers areas that are empty which are highlighted in red. He seeks to find the cause of this.

Act 3–Conclusion: The man finds what is believed to be the cause of the wasted spaces and fixes it releasing Digbeth's  potential, Renewing Digbeth.
The plot devices: The major plot device in the story is the mysterious object that is believed to be causing the wasted space, this pushes the story along and is what the character finds himself looking for to solve the problem.

Connotation
As this is an animation we thought we could make the solution to the problem simply a lever being off. The reason for this is we are trying to convey to the audience that the lever represents the fact that people have over look Digbeth. Not seeing the real potential it has just waiting to be used. When the lever is pulled down this symbolizes how, it only takes one person to take a look at Digbeth and release its full potential.