Thursday, December 13, 2012

Sunday, December 9, 2012

Computer Animation Final

Here's my final for Computer Animation. We had to blow something up, so I threw a duck through a wall.

Monday, December 3, 2012

D4M Update

I've begun animating the short. Here's a look at the first segment. This animation roughly covers the first 4 main styleframes.


Sunday, December 2, 2012

Room Redecorating

This week, I started modeling a room that I'm going to destroy. In fact, I'm going to drive a car through the wall just for fun. Here's a quick render of the room. Still texturing and lighting, so the render is still work in progress.


Monday, November 26, 2012

Monday, November 19, 2012

D4M Storyboards


The initial storyboards are very rough, because I am at the mercy of simulated fluids with how things are actually going to look. However, I've roughed out my general staging and sequence of events. The boards go from left to right, top to bottom.

1. A small glimmer of light shines alone in a void expanse.
2. The light grows in brightness and explodes with immense energy.
3. The smoke and debris swirls around the light, slowly becoming liquid.
4. The liquid forms around the light, creating a ball of matter.
5. Layers form around the ball and spin around each other. DNA like connections begin to form and we start to see other balls faintly in the background.
6. Close up of 5.
7. Cut back to farther away from the ball, now covered by the DNA. More connections are forming around it, linking to other particles.
8. Camera begins to pull out.
9. Pull out speeds up.
10. DNA covers the screen for a wipe
11. Camera slows down to reveal a rubber duck.

Also, I've begun to do some testing in Realflow and Phoenix FD for some of my simulations.



Sunday, November 18, 2012

Monday, November 12, 2012

D4M Final Proposal

For my final project, I want to create a 20-30 second, abstract motion-design piece centered around the idea of creation. The short will show an object (yet undecided) being created from nothing at the molecular level. To get an idea of the kind of atmosphere I'm going for with this piece, check out this styleframe I created.






In order to create the short, I plan on using After Effects, Cinema 4D, 3DS Max, Phoenix FD, and VRay.

Production Schedule:
November 20 - Storyboards
November 27 - Final Styleframes and Look Development completed
December 4 - First half animated
December 11 - Second half animated
December 13 - Present final animation

Sunday, November 11, 2012

Cathedral Lighting Update

Finally got to start lighting the cathedral. I'm still trying to figure out exactly what I want to do with it, but here's my first pass at lighting realistically.



Monday, November 5, 2012

Project Yoakam Home Stretch

We got a lot of filming and effects work done this past week. We had to reshoot a number of scenes for continuity reasons and also to get better lighting. Other than being on set for most of the week, I did a ton of compositing and VFX this weekend. Here are a few screenshots from the edit.




Wednesday, October 31, 2012

Cathedral Texture Final

Here's the fully textured cathedral. Unfortunately I can't really smooth the whole thing with textures all at once, but it still looks pretty cool unsmoothed. Maya crashed about 30 or so times during the shading process.






Sunday, October 28, 2012

Cathedral Texture Update

Added in all of the bump, normal, and spec maps to the main modules at the front. Also, I fixed the horrible looking rose window and made a new floor.


Project Yoakam Update

This week for our project, we started filming. Tom, our DP, Don, our director, and I all worked together to get the best compositions we could in each location. We made good headway and got quite a few shots under our belt. All of the major shots have been completed. However, this coming week we still need to shoot some extra footage to help the edit move along. We are on track with filming and should complete everything we need by Thursday at the latest. Take a look at some screenshots of some of the shots we've filmed! Please note, these shots have not been color corrected yet.



Tuesday, October 23, 2012

Cathedral Texture Update 03

Quick update on the cathedral. Textured the front half of the building and started making a rose window.



Monday, October 22, 2012

Sunday, October 21, 2012

Project Yoakam Update

This week we made a lot of progress. In our meeting on Thursday, we finalized the script and picked Jake Bova as our puppet actor. Also, our puppet, Murphy, is nearing completion and should be ready to go for filming this coming Tuesday.

On Friday, Don and I went out to get hair for the Murphy and also got a few hats to try on him.

Also, this week I decided to go ahead and give a little more direction to the effects and post team by making an example motion graphics resolve. From a timing and animation perspective, this is more what I'm looking for.


CCAD Resolve from Kevin Harkness on Vimeo.

Sunday, October 14, 2012

Project Yoakam Week 02

This week, we finalized the puppet design and went through the process of storyboarding the short. We decided to go with a more tubular, cylindrical head, a comb-over, and a business suit and tie. Overall, things are looking like they're off to a great start, and I think we have a solid game plan as we begin to film next week. We also came up with a name for our puppet character. From henceforth he will be known as Murphy!

In order to assist the puppet crew, I went to Jo-Ann Fabrics with Melanie Mescher and picked up all of the supplies we needed to construct Murphy.



Here's the rough color palette for Murphy (we laid the fabric out on the floor whilst picking it out).


Special thanks to Melanie. Had she not come to the store with me I would have had a horrible time navigating the sea of fabrics in the store.

Sunday, October 7, 2012

Project Yoakam Week 01

After our meeting on Thursday, we've gotten off to a great start. As Art Director, I've been working closely with both the Puppet Team and the Story Team this week. We've all been concepting ideas to figure out just what kind of character we want our puppet to have.

To help out with development, I called up some friends who work with puppetry and got some tips and tricks for when we actually build our design. I learned about using budget materials like plastic spoons, cans, and various forms of foam in order to get the most bang for our buck when constructing the puppet. At the next meeting, we will discuss materials we have and figure out those we still need to obtain.

I would like to go ahead and establish a visual convention for everyone doing concept art or production art. In the bottom left-hand corner of all work, please insert the following text:

Project Yoakam: (Brief description of what artwork is)
Artist: (your name)
Date: (date created MM/DD/YY)

Please use a basic sans-serif font and make sure it's easy to read. You do not need to do any fancy formatting, just make it readable and make sure it's out of the way of your art. We are still working on what we want the file name conventions to be, but please do this IN ADDITION to our naming conventions, as it will make critiquing work much easier.

Lastly, here are a few sketches I did to help out the Puppet Team. I've already talked with Don about most of them and he's posted notes on his blog.