2-22-PPJ David Maguire

Goals for this week:

  • Film reference for the re-worked camp scenes
  • Block in the shots for sprint three (all interior and exterior camp shots)
  • Get any illustrations to Josh and Ethan that they need for the URBN displays

What happened: 

  • Gabe and I got the reference that we needed for the new camp scenes, filmed and curated. No issues came up, although we’re crossing our fingers that it all works well with the layout. (3 hours)
  • I didn’t get to blocking in any shots for sprint three, as we were waiting for the layout to begin. That should be done any time now, though, so I’ll be able to move forward on that. Because we couldn’t work on the blocking, I spent some time refining sprint two’s shots. (7 hours)
  • Didn’t get anything to Josh and Ethan yet, but I intend to take care of that tomorrow. Waiting to hear from them what they require and then I’ll crank out any pieces and gather any old concepts they need. (0 hours)

Next Week: 

  • Block in the shots for sprint three (all interior and exterior camp shots)
  • Get any illustrations to Josh and Ethan that they need for the URBN displays
  • Use any extra time to keep refining sprint two

Hours: 10

2-22-PPJ Patrick Stelmach

Goals for this week:

  • Spline the rest of my shots for this sprint (IA040, EAC050, ET10, IAE020, IAE030)
  • Put the shoggoth arm into one of the interior temple scenes to stress test the rig

What got done: 

  • The interior airplane shots are pretty much splined. I ran into an issue after I remembered I had picked up a shot from Gabe and hadn’t even blocked it yet. It is now splined, however, and ready for some polish.

Hours: 15

  • For the shoggoth arm, I spent some time stress testing it, but I didn’t put it in the scene. That should be done by the meeting on Wednesday.
  • Next Week: 
  • Spline the rest of my shots for this sprint (EAC050, ET10)
  • Put the shoggoth arm into one of the interior temple scenes to stress test the rig

2-22-15 PPJ Gabriel Valdivia

Goal for the past week:

The plan was to get all my shots blocked in for the camp/ tent scene, throw the finishing touches onto the elder thing model, and fix my references.

What I got done:

I didn’t end up getting blocking done for the camp/ tent scene because layout got delayed but it’s suppose to be finished by the end of tonight so I’ll be working on getting as much of that blocked in before our meeting with our adviser on Wednesday.  Dave and I did film new reference for that scene so we are ready to go as soon as layout is finished.  Since I couldn’t work on blocking I continued to work on roughing in the animation for my scenes in the trench.  I did fix my references for Josh, which was a stupid error on my part because I forgot a folder in the reference path.  I finished the elder thing model which I’ll hand over as soon as I’m instructed what to do with the UV’s.

Hours: ~10

What I plan to get done throughout the next week:

This coming week I plan to definitely have everything blocked for the camp/ tent scene and I’m going to try and get the rough animation done for EAC 070 and ET 020, faces and all.

Oh, and a big factor for why I only have about 10 hours for my PPJ this week is because I ended up having to spend about 40 this week fixing a lot of problems for an independent study I’m currently enrolled in (rig issues).  BUT all that has been solved so as part of my plan for this week I’m going to dedicate 30 hours minimum to just animating for senior project. There I’ve said it! Now I must do it!

2-22-15 Anthony Meyers PPJ

Task for this week:

  • Rig more of the shoggoth.

What got done:

  • The rigging of the eyes and mouth was not a very difficult task. It was straight forward placing the joints and controllers for all the eyes but it was very tedious. The base painting of all the weights for the eyes and mouths took awhile but was straight forward. The hardest part was smoothing out all the weights, and getting the eyes to work with the shoggoth bending. On a good note all of the mouths and eyes have been rigged.

Next Week:

  • Rig more of the shoggoth

Hours: 40+

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Team Progress Summary: 2/16/2015

winterGantt_week06winterTrello_week06

Click to view Gantt Chart / Trello Board! It’s always great to see the active task lists growing smaller, but Val’s going to have updated sprint planning done for our Wednesday weekly. We’ve decided to re-order our sprints slightly and compress our animation goals — now we want the entire film blocked and 2/3rds polished by the end of this quarter, so next quarter can be used entirely for polishing, rendering and compositing. The new schedule is pushing the animators pretty hard, but they’ve decided that they’re up for the challenge!

Josh worked on rendering our Interior Tower shots this week, which are coming out gorgeously. We’re very excited to get the sequence done! Dyer and Danforth look great, but we decided that Dyer’s clothing jacket needs to be redone with higher mesh detail. Anthony sent Josh clothing files with more wrinkles, and Josh determined that they can be wrap deformed onto the mesh with few problems. Val will be re-texturing Dyer’s clothing and texturing the Shoggoth this coming week. Anthony has been rigging The Shoggoth, getting us on track to animate and re-render the spooky spooky Interior Tower scenes.

Moving forward, Ethan began to texture the airplane and recut the trailer edit to be shorter. Pat, Gabe and Dave have started blocking in the rest of the shots, and by the end of Week 2 we’ll have everything blocked in and ready for polish. Josh will be starting with the Sprint 2 environments once the IT shots are rendered, and Val will begin painting sky maps. In 2 weeks, our animatic cut will have no more storyboard frames. We’ll have to keep giving it our all, but we’re still confident that we’ll finish on time!

2-15-15 Valentina Feldman PPJ

What I said I’d do last week: 

  1. Revisit Texturing as needed
  2. Help Josh render everything!
  3. Plan Sprint 2
  4. Texture Shoggoth

What I actually did:

This week I stepped back a little from full-blown production work. My 40-ish hour SPROJ-fest last week left me REALLY behind with my freelance work, which is necessary because that’s how I pay my tuition. I already missed registration because of owing Drexel money and spent a lot of this week negotiating my way out of a Financial Hold, so in a roundabout way, my contribution to Senior Project this week was ensuring that the project still has a producer.  I decided to table most of my SPROJ work and make this coming Tuesday an all-encompassing Senior Project work day. I still intend to get all my work done for our Wednesday meeting with Nick, on my honor as a DIGM.

Josh did all the rendering without my help because he’s a magical human being. I also talked to Anthony and Josh about revisiting the clothing to include more wrinkles and poofy details. I shuffled Trello cards around a bit and made sure everyone else had tasks for this week, planned a bit further into Sprint 2, and didn’t touch the Shoggoth once. Again, Tuesday will be Shoggyday.

Hours: 5

Including efforts to remain enrolled at Drexel: 25

2-15-15 Ethan Miller PPJ

What I Said I’d Do

-Narrow shots, begin to recut trailer

-Touchup Airplane Exterior and UV

-Model Plane Interior, UV

What I did

This week I focused primarily on modeling as well as consulting with our Composer to better block out our teaser audio and will be spending the majority of Monday and Tuesday wrapping up the plane interior!

Summary: Due to some file corruption I need to reshape the nosecone of the plane as well as the tail rudder, but otherwise it’s finished. Anthony will have the finished model along with UV’s by Tuesday!

Positives; Plane should be super easy to rig and prepare! Also looks good from a distance and holds up under closer inspection due to additional modeled bolts and panels.

Negatives: Running a little behind due to the holiday weekend and the need to catch up with other classes.

Hours Spent: 7

Airplane Interior

Summary: Plane interior is being touched up focusing on modeling the dashboard first with additional compasses, switches, gauges, and other mechanical addons. Needed to reshape cabin slightly to fit revised exterior, won’t effect shot placement though so Pat’s airplane shots should be good as is.

Positives: Starting to look nice and steam punky while still retaining historical look and feel.

Negatives:  Slightly behind due to holiday weekend, will have updated models for Wednesday.

Hours Spent: 6

Teaser

Summary: So I really loved the sound and the build of the Prometheus trailer and I’ve been consulting with our composer to find a sound that’s similar while capping it at 30 seconds.

Hours Spent: 2

What I’m doing this week-

-Blocking Out Aerial Shots

-Recutting Teaser

-Begin texturing Plane

-Remodel Lake’s camp after consulting with Dave and Gabe to fit new sequence.

2-15-PPJ Josh Hollander

This week, my goal was to have shots from Sprint 1 stable and rendering on the farm.  The farm’s been busy since Thursday, and about 60% of our shots have already finished rendering!

Rendering!

asdf

  • Summary:  I worked on getting our shots rendering consistently and quickly on the farm.  Aside from a few hiccups (I maaaay have left a box called “Don’t Render Final Image” checked for the first few shots) everything ran like a dream.  I only wish we had more computers available; the most I ever saw running at once was 5 (total of 10 instances max).
  • Positives: Aside from the obvious, now that I’ve got a stable rendering pipeline locked down submitting shots for our subsequent sprints should be a piece of cake.  I’ve done a lot of trouble-shooting for this first batch of shots that will carry over to the rest.
  • Negatives: We’ll be rerendering our characters at least once, but we knew that going in.  They render fairly quickly, anyway, so it’s not a huge concern.
  • Hours: 30-40

UPCOMING TASKS

  1. Detail the scenes for Sprint 2 (trench, cave)
  2. Re-render shots from Sprint 1 as needed
  3. Detail city buildings, pray xGen behaves itself

2-15-15 Anthony Meyers PPJ

Goals for this week: 

  • Get animators to look over tentacle rig.
  • Fix any issues with the tentacle rig.
  • Begin rigging the shoggoth.

What got done:

  • I decided to go over the tentacle rig again to see if I could find any issues. After a second look I found issues with the control hierarchy not working with the whole rig and there was twisting issues in the small tentacles. I was able to fix the hierarchy issue easily. I added in a advanced twist in the main rig, this helped fix most of the twisting issues. If the animators feel like there is still a twisting issue in the rig I will go back and try and fix the problem. I also went back and added stretchiness  into all the small tentacles
  • Dave went over the rig and said he liked it. The only issue he found is that the small tentacles do not follow along when using the twist and roll attribute in the rig. I attempted at fixing the issue but I could not find a solution. I am going to re visit the issue in the shoggoth rig.
  • Rigging the shoggoth went well. It was a challenge to figure out the correct weighting and spine structure for the shoggoth. After different attempts, I figured out the correct layout and weighting for the spine. I then added in an sdk for the shoggoth to raise its front part of its body.  From there I rigged the mouth and added in a sdk for the mouth to open and close. Finally I began rigging the eyes of the shoggoth. I so far have rigged five eyes.
  • One small task that came up during the week was to add more detail to dyers jacket. Luckily I had an old file that had a more detailed jacket. Switching out the jacket was straight forward, the only issue that came up was maya crashing.

Next Week

  • Rig more of the shoggoth.

Hours: 21close

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2-15-15 Gabriel Valdivia PPJ

Goal for this past week:

I wanted to get 2-3 shots roughed in for this week.

What I got done:

I got EAC 070 and ET 020 splined and ready for crit.  I was hoping to do a bit more than I initially planned to because I thought I was going to have some extra time this weekend but I ended up having to take my girlfriend to urgent care.  I still have work to show for this week though!

Thoughts:

On top of my weekend trip to the doctor I also struggled with some laptop issues this week where my computer crashed a couple times and files were getting corrupt.  I think I have that under control though and it was after all that when I finally made progress this week.  Also, my sprint 2 to-do list is fairly small because the majority of the rest of my shots are in the camp/ tent scene (sprint 3).  Since I have a fairly small sprint 2 I plan on being able to get all my shots to a rough polish with about another 1.5 weeks of work.  I need to shift gears for the upcoming week though since we are going to be blocking in the rest of our film before doing anymore rough animation but I’m really comfortable with where we are sitting with everything.

Hours: 10

What I plan to get done throughout the next week:

I will be getting half of my remaining shots blocked in for next week (I believe that’s about 6-7 shots.)  Ideally I’d like to get everything blocked from our camp and tent scene but I know I’ll at least be able to get half of it done.  I also am going to be throwing final details on the Elder Thing model I made a few months ago so that can be passed on to the rest of the team.  Oh! And I have some referencing problems that I need to fix for Josh.  Busy week ahead! (but arn’t they all?)

2-15-PPJ Patrick Stelmach

Goals for this week:

Splining the bodies of Dyer and Danforth for IA010, IA020, and IA030 to rough polish.

What got done: 

  • The three shots mentioned previously are now fully splined and ready for polish. I had a surprising amount of trouble with the second shot, but I think I have it at a place where it works.
  • Several discrepancies in naming conventions/reference paths arose this week and have all been address so rendering can continue smoothly.

Next Week: 

  • Spline the rest of my shots for this sprint (IA040, EAC050, ET10, IAE020, IAE030)
  • Put the shoggoth arm into one of the interior temple scenes to stress test the rig

Hours: 13

  • Get any illustrations to Josh and Ethan that they need for the URBN displays

Hours: 16

2-15-PPJ David Maguire

Goals for this week:

Block in the animation for every shot of sprint two (IAC 30 – 50, IA 50, EAC 10 – 40, EAC 60).

What got done: 

  • Finished the blocking for every shot! Some things will undoubtedly need to be refined and moved around within the shots as I receive feedback and move forward with the animation, but I’m on track! 😀

Next Week: 

  • Film reference for the re-worked camp scenes
  • Block in the shots for sprint three (all interior and exterior camp shots)
  • Get any illustrations to Josh and Ethan that they need for the URBN displays

Hours: 16

Team Progress Summary: 2/09/2015

winterTrello_week05 winterGantt_week05

At this week’s meeting we realized that we had fallen about a week behind schedule, and had a big discussion to determine our schedule for the end of the sprint. We decided to fall back on one of our two buffer weeks for this term and delay rendering for one more week to polish the characters and environments. Dave, Gabe and Pat spent the week polishing their shots for rendering. Anthony and Josh fixed Dyer’s mustache, Anthony worked on the Shoggoth rig, and Josh prepped everything for rendering and worked on the environment, character shaders and Isaias’s hieroglyphics. Val spent the week texturing and fixing the characters’ clothes, hair, eyebrows and textures, and coming up with ideas to “weather proof” them in the exterior scenes. Ethan modeled the airplane (our first deliverable for Sprint #2!), updated the animatic again, and began working on the environment for our interior plane sequence.

This week we’re going to finish all of our Sprint #1 rendering, The animators will be working on Sprint #2, and Val will be planning out the tasks for the next sprint so she actually knows what’s going on from now on! Woohoo!

2-9-15 – Ethan Miller – PPJ

Note- I’ll be updating this tomorrow with stills and the HD video

What I did- This week I focused primarily on modeling. I rebuilt the airplane from more or less scratch based off of new reference of Fokker Engines and to get better topology.  I’m also in the progress of renovating the plane interior, I’ll have updates on that tomorrow! I also spoke with our composer on the phone and discussed musical themes and cues.

AIRPLANE

Good- Plane is modeled and looking good!
Bad- Still have to texture it, but I should be getting that done before it’s assigned for week 7.

Hours spent- 9

Airplane TurnTable- https://vimeo.com/119099207

What I’m going to do- I’m going ham on environmental design this week and focusing primarily on UVing and texturing the Airplane and finishing the Airplane interior. I will also get a first cut of the new motion graphics together.

2-9-PPJ Anthony Meyers

Goals for this week:

Finish rigging the main tentacle rig. Help attach the hair and mustache.

What I got done: 

  • I finished rigging the tentacle. I added a lot of control similar to Evans rig that was given to our team as example of a tentacle rig.  The main body of the tentacle rig has Ik and Fk controls. It has the ability to stretch. It also has a sine deformer. I attempted to have Ik and Fk controls for moving the tentacle fingers individually and together.  I could not get that to work so therefore the individual tentacle fingers have Ik controls and individual sine deformers.  For moving the tentacles together the rig has Ik and Fk controls. Finally the tentacle fingers can twist together.
  • I also met with some people from the team to have a “emergency mustache meeting”. After different attempts to get the hair to follow the rig correctly we found that binding the head and mustache cap to the rig was the
    best option.

Next Week: 

  • Get the animators to look over the tentacle rig.
  • Fix any issues with the tentacle rig.
  • Begin rigging the shoggoth.

Hours: 22

screen_shot_2015-02-07_at_2.06.06_am

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2-8-PPJ Valentina Feldman

Goals for this week: 

  1. Character textures DONE.
  2. Mustache & hair DONE, working, attached to rig, renderable.
  3. Implement Isaias’ hieroglyphics.

What got done: Everything! 

What got done:

Dyer and Danforth are both textured with finished and attached hair. We had to have an “Emergency Mustache Meeting” this weekend to figure out a bind solution for Dyer’s mustache that would work with his facial rig. Our original wrap deformer method had failed and skinning had proven difficult, but we eventually got everything working the way it needed to. Styling Dyer’s hair also proved to be an unexpected issue — tufts of his hair would arbitrarily disappear when I adjusted some values in the nHairShape node, so I had to work within these boundaries to style the hair to its final shape.

The mustache is now fully attached to his face (after extensive research into facial hair, including much tugging on Ethan’s beard), and it now deforms with his mouth movements and expressions. This accomplishment was largely thanks to Anthony and Josh at the Emergency Mustache Meeting. The eyebrows have also been redone, so our characters are no longer both Groucho Marx. Dyer’s long wispy brows mimic his flourished hair and mustache and help accentuate his angular facial expressions. Danforth’s brows are rounded and innocent, but still cut a good profile when he’s angry and yelling. Much better!

The textures are still up for critique from the team, but I think they’re in a good place. I wanted Dyer’s clothing to be brighter and warmer than Danforth’s, both to match his complexion (warm vs cool) and to highlight his vibrant, passionate personality. That’s why his textures are more saturated. Danforth, who is the more rational and cool-headed person (excluding his breakdown at the end), has a dark, cool, high-contrast pallate.

I also loosely based Dyer’s clothing on this colorized reference of Antarctic explorers that Dave found. I originally made his jacket more olive-toned, but that clashed with his skin tone so I warmed it up to a more orange-toned khaki. That being said, I’m still not sure that I’m buying Dyer’s outfit is right for Antarctica. I’m going to bring up the idea of a hat and goggles (similar to the two on the right) that Dyer can wear outdoors, and figure out a solution for gloves this week. The benefit is that we can probably get away with not changing the Interior Tower scenes, since they take place indoors. We’d just need to have Danforth drop a bag before he inspects the hieroglyphics on the wall. We can fix any minor continuity changes when we polish the animation and re-render, but I really think it’s important that our character designs fit the environment.

Some renders:

Screen Shot 2015-02-09 at 1.47.10 AMScreen Shot 2015-02-09 at 12.10.36 AM Screen Shot 2015-02-09 at 12.56.21 AM Screen Shot 2015-02-08 at 9.20.11 PM10981222_10153114323225559_9054637456164417653_n

(The last two images were rendered before the clothing was finished, hence the grayness and lack of collar thickness.)

Josh took care of Isaias’s hieroglyphics, tracing them out with the Cintiq. They will be implemented into the scene before we render.

During our meeting this week, I’d like to have a final character review so we can address any final concerns before I move on from these guys and begin working on something else. The most important thing I want to tackle is the weather-proofing of our Character designs, and see how the team feels about a hat for Dyer and some gloves for the two of them. Once that’s done, I’ll be excited to work on something new– the Shoggoth.

Upcoming tasks include:

  1. Revisit Texturing as needed
  2. Help Josh render everything!
  3. Plan Sprint 2
  4. Texture Shoggoth

Hours: 30+? Lost track.

2-8-PPJ David Maguire

Tasks for the week: Complete animation for the interior temple sprint.

What got done this week:

Animation for the interior temple sprint was finished (excluding the shoggoth, still waiting on the rig). It was mostly a matter of refining shots this week, thank goodness. The plan is to revisit these shots whenever we have time down the road, but they’re complete enough to render as is. Shots completed were IT050, IT130, IT140/150, IT310, and IT320.

  • Positives: Everything go tdone adn uplaoding through VPN for rendering!
  • Negatives: There will always be things that I need to polish, and things that I want to polish. Hopefully I can get back to these.
  • Hours: 23

Next week:
1. Rough blocking of all of my sprint 2 shots

2/9/15 Gabriel Valdivia PPJ

Goal for this past week:

Get all my shots for our interior tower scene to a first level of polish and pass those shots off to the rest of the team to start render testing and an initial render pass.

What I got done:

I was in charge of IT 010, 020, 060, 080, 090, 180 (180-200), and 300 and I was able to get all these shots handed off by our February 6th deadline.  They are at a level of polish that I would consider done (minus a few tweaks to make sure they all work in sync).

Thoughts:

I am happy with most of what I got done, and I was slightly disorganized during this first sprint so things weren’t going as smoothly as I had hoped.  I still got my shots ‘done for now’ and luckily we have almost 2 weeks of wiggle room to go back and do another layer of polish.  I initially thought we were going to use one of our wiggle weeks now but after meeting with the team we decided to move onto the next chunk of our animation and then save final polish for the end of the term.

Hours: 17

What I plan to get done throughout the next week:

If anything needs to be immediately tweaked from the previous sprint I’ll make sure those get done first.  Other than that I plan on getting two-three shots from the next sprint roughed in and ready for crit from Dave Mauriello and the rest of the team/ Nick.

2-8-PPJ Patrick Stelmach

Goal for this week: Finish first pass of polish on the interior tower shots

What was done:

1. I got all my shots for that sprint pulled up into rough polish. This means that they have facial animation and they are ready for first renders. The shots of mine that are ready are IT 100, 110, 120, 160, 210, 230, 250, 260, 270, and 290.

Time Spent: 13 Hours

2. I added to the length of several shots to fit into the final cut of the animation. This shouldn’t be needed again for these shots as the timing has been locked.

Time Spent: 4 Hours

3. I began working on the next sprint’s animations. My focus has been on IA010, but the shot still need a lot of work.

Screen Shot 2015-02-08 at 11.24.20 PM

Time Spent: 2 Hours

What I’m doing for next week:

Splining the bodies of Dyer and Danforth for IA010, IA020, and IA030 to rough polish.

2-9-PPJ Josh Hollander

This week, I was supposed to finalize the Temple Interior environment.  I made a lot of headway on it, but because of other SPROJ work it didn’t quite get completed.  A lot of my time ended up devoted to working with Val and Anthony on our characters, solving weird rigging issues with our hair and polishing their shaders.  I also spent a lot of time converting illustrations from our unofficial team-member Isaias into masks and maps I can use in VRay!

Shading and Texturing (Temple Edition: Part Deux!)

untitled

  • Summary: I continued applying and polishing the shaders for our Temple environment, though as I said I didn’t get much done on this front.  My biggest achievement here was finalizing the snow shader on the floor, and unwrapping the remainder of the Temple’s architecture.
  • Positives: I got a lot done, and the bulk of the shaders are more or less finalized now.  I just need to apply Isaias’ hieroglyphics and texture the trenches outside and this scene will be ready to render!
  • Negatives: I wasn’t able to spend as much time on this as I would have liked, but the issues we solved on our characters had to be addressed sooner rather than later.
  • Hours: 8

Shading and Texturing (People Edition: Parte Dos!)

screen_shot_2015-02-05_at_8.52.50_pm screen_shot_2015-02-07_at_2.06.06_am

  • Summary: Val painted texture maps and roughed in the shaders for Danforth this week, and I polished them and made sure that they were optimized.  Danforth should be render-ready now, and Dyer will be by the end of Monday!  Speaking of Dyer, we ran into issues with his hair this week that set us back a bit.  Despite being set to static (ie, non-simulated), it would move and sway and generally slow things down.  It took three of us the better part of a night to sort it out, but he should be stable now!
  • Positives: Danforth’s ready for his grand debut, and Dyer’s hair no longer has a mind of its own.
  • Negatives: Dyer’s shaders still need work, but he can be done by the end of Monday.
  • Hours: 15

Alien Hieroglyphics (and YOU!)

Untitled

  • Summary: Our unofficial team-member, illustrator Isaias Santillan, has been working hard to draft us artwork and carvings and things to liven up our dead, deserted city.  I spent a lot of time this week tracing his drawings in Photoshop and converting them to maps and masks we can use in VRay.  There’s a lot of detail in his drawing that I wanted to preserve, which is why I chose to trace it by hand.
  • Positives: Isaias is awesome, his drawings are awesome, and we can finally incorporate them into our environment!
  • Negatives: They took much longer than I expected to trace, which is the main reason I didn’t get to finish the Temple’s shaders this week.
  • Hours: 17

UPCOMING TASKS

  1. Finish Temple environment
  2. Polish Dyer’s shaders
  3. Render render render!

2-9-PPJ Josh Hollander

This week, I was supposed to finalize the Temple Interior environment.  I made a lot of headway on it, but because of other SPROJ work it didn’t quite get completed.  A lot of my time ended up devoted to working with Val and Anthony on our characters, solving weird rigging issues with our hair and polishing their shaders.  I also spent a lot of time converting illustrations from our unofficial team-member Isaias into masks and maps I can use in VRay!

Shading and Texturing (Temple Edition: Part Deux!)

untitled

  • Summary: I continued applying and polishing the shaders for our Temple environment, though as I said I didn’t get much done on this front.  My biggest achievement here was finalizing the snow shader on the floor, and unwrapping the remainder of the Temple’s architecture.
  • Positives: I got a lot done, and the bulk of the shaders are more or less finalized now.  I just need to apply Isaias’ hieroglyphics and texture the trenches outside and this scene will be ready to render!
  • Negatives: I wasn’t able to spend as much time on this as I would have liked, but the issues we solved on our characters had to be addressed sooner rather than later.
  • Hours: 8

Shading and Texturing (People Edition: Parte Dos!)

screen_shot_2015-02-05_at_8.52.50_pm screen_shot_2015-02-07_at_2.06.06_am

  • Summary: Val painted texture maps and roughed in the shaders for Danforth this week, and I polished them and made sure that they were optimized.  Danforth should be render-ready now, and Dyer will be by the end of Monday!  Speaking of Dyer, we ran into issues with his hair this week that set us back a bit.  Despite being set to static (ie, non-simulated), it would move and sway and generally slow things down.  It took three of us the better part of a night to sort it out, but he should be stable now!
  • Positives: Danforth’s ready for his grand debut, and Dyer’s hair no longer has a mind of its own.
  • Negatives: Dyer’s shaders still need work, but he can be done by the end of Monday.
  • Hours: 15

Alien Hieroglyphics (and YOU!)

Untitled

  • Summary: Our unofficial team-member, illustrator Isaias Santillan, has been working hard to draft us artwork and carvings and things to liven up our dead, deserted city.  I spent a lot of time this week tracing his drawings in Photoshop and converting them to maps and masks we can use in VRay.  There’s a lot of detail in his drawing that I wanted to preserve, which is why I chose to trace it by hand.
  • Positives: Isaias is awesome, his drawings are awesome, and we can finally incorporate them into our environment!
  • Negatives: They took much longer than I expected to trace, which is the main reason I didn’t get to finish the Temple’s shaders this week.
  • Hours: 17

UPCOMING TASKS

  1. Finish Temple environment
  2. Polish Dyer’s shaders
  3. Render render render!

2-02-2015 PPJ Valentina Feldman

Task #1: Charater Shader Setup & Clothes Texturing

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These images are VERY rough because I’m rebuilding our shaders on the rig instead of using my usual lighting stage. This week I focused on getting all of the shaders and textures up-to-date on the Danforth rig, now that we have clothing. We also changed the light workflow of our project to use linear lighting, so many of the shaders now have incorrect lighting levels (his eyes especially, eek). Before our Wednesday meeting, I’m going to also update the hair and hair shaders on Danforth and get Dyer textured and ready to go.

  • Positive Stuff:  The textures are referencing properly and will probably work on the farm!
  • Problems / issues: Still not done with these characters… The directory gave me way more problems than I anticipated.

Hours: 8

Task #2: Meetings & Project Managementy Things

Same as usual. Shuffled around Trello cards, wrote out task descriptions and time estimations, and met with people individually about different problems. One memorable meeting was our clothing pow-wow, where Anthony worked in marvelous designer while we gave him real-time feedback.

  • Positive Stuff: All went well!
  • Problems / issues: Nada.

Hours: 6

Task #3: Misc (shoggoth eyes, tiling textures, mustache prep)

Screen Shot 2015-02-02 at 2.20.53 AM helixDesign

Grouping these tasks together because I collectively spent about 4 hours on them. I created some weird, alien-like tiling masks for Josh’s temple ornamentation, created retina masks for the shoggoth’s eyes (so we can make them glint green like a cat’s when it looks at you), and extracted and UV’d a new mustache for Dyer.

  • Positive Stuff: We now have a finished story for ELC and ILT, a 3-panel animatic in the works, a plan to use marvelous designer for our clothing, a potential solution for Dyer’s face weight problem, and more!
  • Problems / issues: Not done with any of these things. Gotta step it up a notch to get it rendering!

Hours: 4

LIST OF UPCOMING TASKS:

Before my next PPJ, I’d like to have the following completed:

  1. Character Textures DONE
  2. Mustache & hair DONE
  3. Implement Isaias’s hieroglyphics

Patrick Stelmach PPJ 2/2/15

This week was all about animating. I wanted to get as many interior tower shots fully animated as possible. I was able to get several done, and the rest are well on their way to completion.

Animating

Summary: I fully splined all the shots for the interior tower and I’ve animated several with faces. Not all of them are done yet, however they should be finished soon. I have also been tweaking some shots that weren’t in this sequence at the request of other group members.

Screen Shot 2015-02-02 at 10.48.40 AM

Pros: Multiple shots are done with polish and awaiting critique

Cons: Some shots need more work, and one of them doesn’t have an animated face yet.

Hours: 16

Moving forward

1. Continue working on the interior tower shots and getting feedback

Team Progress Summary: 2/02/15

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This week was just as successful as ever! We began our progress with a clothing design meeting, during which Anthony used Ethan’s laptop to give us a real time Marvelous Designer demo. Every member of the team was able to give live feedback on the clothing sims while Anthony manned the wheel, and we were able to quickly address clothing problems and get the models to a workable state in no time. Anthony attached them to the character rigs, and now the characters are just about ready for the farm!  (Well, almost. The mustache is still an issue.)

Now that the clothing models are finished, Val’s been texturing them (again) and setting up the texture reference system for the characters. After a lot of troubleshooting with the directory, Val and Josh determined that textures would need to be linked via absolute paths on the digm_anfx. Val finished the Interior Tower stone textures (sans hieroglyphics) for Josh, who applied shaders to the scene. It’s coming together really nicely!

And, as always, the animators keep animating. We have some really nice shots of facial animation that will be included in this week’s animatic. Ethan updated the shot list with our most current information, and this Wednesday we plan on having an intensive animation critique before our first pass of rendering.

2-2-15 – Ethan Miller – PPJ

This week revolved around finalizing the animatic template so I can move onto environmental modeling for the next sprint.

Animatic

What I did- Finished brute forcing all of the shot ID’s in place using free-floating tiles smart-linked to the weekly updated shot files. Organized four panel animatic to properly fit shot counters and IDs. Adjusted audio, retimed pivotal moments for maximum impact.

Pros- Animatic can now be updated simply by dragging it to the desktop, dropping in the new files and rendering.

Cons- None.

Hours spent- 5

Shot list

What I did- Restructured shot list to contain revised lake’s tent and filled in all of the new frame counts and shot IDs.

Pros- We now have a comprehensive list of all the shots and how long they need to be. Good reference for animators

Cons- We need to reintegrate thumbnails as our previous way of combining thumbnails within google drive fell apart when additional shots were added.

Hours Spent- 4

2-2-PPJ Josh Hollander

I spent the week working with Val to create textures and shaders for the Temple.  I also experimented with using multiple UV sets in Maya to paint in snow drifts near the doorways, an effect that added very little time to our renders but adds a lot of atmosphere!  I also worked on character shaders and binding their clothing with Val and Anthony.

Shading and Texturing (Temple Edition!)

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  • Summary: I worked on setting up a variety of shaders that both look good and don’t add much to our render times.  I also unwrapped the walls and floor of the Temple and tweaked the UVs to add visual variety.
  • Positives: We got some really sexy shaders in place while maintaining fast render times!  Right now I’m getting 7.5min / frame at 1920×1080 and a low noise threshold, which is way better than I was expecting!  There are still more shaders to implement, but if this trend continues render times shouldn’t be too much of an issue, at least on the environment side of things.
  • Negatives: Still have a lot of ground to cover before this scene is ready to be rendered.  I think that I’m on track to have it ready by next weekend, but I’d be lying if I said I wasn’t nervous.
  • Hours: 20ish?  I dunno, I’ve stopped counting.

Shading and Texturing (People Edition!)

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  • Summary: I finalized our fuzzy fur hat/coat lining shader this week!  I had to scrap all my old work and started from scratch with a new displacement map and material.  Thankfully, it paid off!
  • Positives: I’m finally done with this fur shader!  Hooray!  But seriously, it’s great to be able to check this off my list after working on it for so long.  It also renders quickly and looks pretty nice!
  • Negatives: Nada
  • Hours: 10

UPCOMING TASKS

  1. Finish up the Temple and get ready to render!

2-2-PPJ David Maguire

Another solid week of a lot of animating and not too much else. Everything is fairly smooth sailing.

Animation

  • Summary: Spent a lot more time animating. A few more shots need just a little more polish before the end of the sprint, but we can do it. Gabe and Pat and I also spent a few hours together doing a deep critique of each others’ work. I wish we’d done it sooner, as we got great stuff and unfortunately some of it required some rather involved changes.
  • Positives: Looks great, almost done!
  • Negatives: Exhausted!
  • Hours: 25

Clothing Meeting

  • Summary: We all got together and went over our options with clothing. Anthony was able to demonstrate pretty much right in front of us the power of Marvelous Designer, and easily convinced us that was the route to take.
  • Positives: Solid plan for clothes in place, using a fast and iterative system
  • Negatives: Means going backwards before going forwards
  • Hours: 1.5

UPCOMING TASKS

  1. Finish interior tower shots
  2. Help Anthony/Val finish up the costumes as needed
  3. Begin Sprint 2 animation!

Gabriel Valdivia PPJ 2/2/15

This week is going to be a similar post to last week.  I animated for the entire week, again.  I worked on getting another 5 of my 8 shots polished.  I finished one shot which was about 7 seconds of animation.  I also got 4 other shots almost finished and those equal about 15-20 seconds of animation.  All in all it was a super productive week but I couldn’t quite get everything done by tonight like I had hoped.  I learned we have a week of leeway for this sprint though so I’ll be putting all the final bells and whistles on everything this week and then moving on to another scene the week after!  I also hope to be able to add one more round of polish to what I’m calling my big big shot for this sprint, this week.  As of right now I have about 20 seconds of animation that I can call done and by the end of tomorrow I’ll have about 30 seconds I can call done and then by the end of the week I’ll have my entire 40-ish seconds for this sprint finished.

Hours: 25

2-2-PPJ Anthony Meyers

Clothing

This week most of my time was taken up working on the clothing. The whole team decided to use marvelous designer to create the clothing. The team met to go over the clothing and what type of detail should be added. The biggest hassle was getting the clothing to work with the character rigs. After many different attempts binding , and fixing the clothing I was able to get the clothing to work for Danforth. Currently I am in the middle of getting the clothing to work with dyers rig.

Pros: Finished making the clothing

Cons: It took too long to get the clothing to work with the character rigs.

Hours: 25

Rigging

In addition to working on the clothing I prepared myself for rigging the shoggoth. I broke down and remade an example of a tentacle rig that was made by Evan Boucher.

Pros: I can start rigging the shoggoth.

Cons: None

Hours: 3Capture

Upcoming Tasks

  • Start rigging the shoggoth

Team Progress Summary: 1/26/15

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This week, we’ve made some ch-ch-ch-ch-changes to our project management system! Val found this nifty app called “ganttify” that integrates our trello cards with a Gantt chart. We also have a new background image for our Trello board, courtesy of Josh’s first awesome lighting tests!

As you might notice in the screenshot above, our “done” list is missing and there are many many many more cards up there. That’s because Val went a little slaphappy with the project planning and assigned tasks through our second sprint, which is set to end in early March. We now have a much clearer idea of what needs to be accomplished by when in order to stay on track to finish. Yay!

To bring it back to the present, this week saw some great progress all around! Anthony is now finished rigging Dyer (except for his mustache, which is still causing problems), and even completed a clothing test in Marvelous Designer. We’re going to meet on Wednesday to determine what system will work best for our animation, but it’s looking really good so far. Pat finished modeling the shoggoth and will be passing it over to Val for texturing next week, and Josh finished modeling the Interior Tower environment and jumped into lighting. He also set up directory guidelines for the animators and optimized the rendering for our environment.

Val worked on textures for the Interior Tower scene, and Ethan revised the four-panel animatic (now with facial reference). Before we meet with Nick this week, we intend to redo the shot list to bring it up to date. We also met with Isaias, the newest member of our team and a very talented illustrator. We discussed our goals and visual style in great depth, and set up a schedule for completing all the necessary 2D assets.

For more information on our schedule and tasks for this quarter, please refer to our Trello board!

https://trello.com/b/mdlRYbwG/spookyspookytasklist 

And finally, our rough idea for a senior show poster:

TeamPoster