Wednesday 15 June 2011

Final Thoughts our Clients and project summary

Clients have been extremely happy with our progress and what we have done. So happy that we have all been offered to work on the full production. So as these being test shots we will now take the script and start looking at what scenes need what and work out some animatics and start developing the production model of the spitfire plane.

This project has been a steep learning experience for me rather than a really amazing final out come. We all had to learn different things to get the result in the short space of time we had. I never planned to rely on textures so much to get the outcome but it was a great practice to do it. During the summer I am planning on working on the high res model that will be based on the shape we have now but with all the detail of a real spitfire.

During these 8 weeks I have earned myself sometime at being a modeler at Framestore which again I got great feedback and should be working there as a modeler over the summer.

As for the outcomes I am fairly happy. Unfortunately Nuke, the compositing software we have been using was only on one machine and it wasn't a fast machine so each composite was an extremely long process where we had to take around 2 hours to render out to see our work then another 2-3 hours after we make changes. Whilst in aftereffects we tried every codex and pixel size variation to try get the best picture ready for broadcast settings and h.264 was the only one that seemed to retain the actual resolution but the quality of our work was lowered and the nuke composites seemed to no really look like what we had in nuke once rendered from aftereffects. The shots came out more blurry and transparent due to the depth layer on to high which wasn't the case in nuke. But this project meant to be making mistakes and learning as we were only doing test shots and learning techniques and work out how to make a spitfire plane look real in a shot. Did we mange to get realistic in our test? No, I don't think we did, but I think that's due to time and the fact we were learning so we now know what to do to get what we want.

First thing I have learnt is about my model. It's to low poly, I planned I to be a low poly model so we had a fully work plane, doing a full high poly model would of been costly in renders and A lot harder to texture. Secondary get nuke on a powerful computer and leave more time to develop things in Nuke as that was our weakness, we do not know the software enough to be able to take our composites to the point of realistic. But we have made the first step!

My role on this project has been group leader, modeller and texture artist. Towards the end I was compositing but the outcomes I feel don't show what we had in nuke so that's our learning point for the summer, retaining the quality. I edited the final video as well as getting and talking to the clients.

http://spitfiretuck.blogspot.com/

Above is the link to the clients blog where they were looking at the stuff in progress and they would email me wit feedback and thoughts. They have been impressed and I am due to meet them later on next week. Well the one that doesn't leave in America.

I have also been working on another project with Rory in the third year. The blog link is at the top of the page. I modeller and created the blend shapes for his main character.

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