Monday, January 28, 2019

LAUAN603: Live Brief #2 : Loop di Loop 5 - Final animation !


Overall Im really happy with this project, and it certainly had been very exciting challenging myself to finish an animation in 2 weeks. Compared to my very first animation project in Uni where I had 1 month to finish a 10-sec animation, it really showed how much I've improved and that is very satisfying




LAUAN603: Live Brief #2 : Loop di Loop 4

The animation process was as streamlined as it can be, as I decided to not have an line layer for all of the animation. These had two benefits, first being that I can animate much quicker as it took out a whole stage of linework  to do. Second, the animated characters fits much better on to the backgrounds which was done with no out lines as well. As a result of this, every frame I got done feels like a finished frame straight away and required little post production work.

However, on the other had, this method also had it own challenges I had to work through. First thing being, since there are no outlines, I had to have a really good grip on my character model, how each part would look at a particular angle as I had outline to guide me. On top of that, I had to relied on really bold shapes and colour choices to differentiate the different parts of the character, as again, I had no outline to depend on to separate them. This was a particular challenge especially in the first couple of scenes, where there are a lot of overlapping parts in the shot that would "merge" together into large colour chunks and can get confusing if not suggested clearly (example being the image on the right).

Another particular, challenge came in the form of software limitation as well, as the onion skin setting of TV when switch to the two colour mode for the frame before and after, it would automatically fill out the entire character as 1 colour, which erase all the different colour blocks that defined the different section of the character, rendering the onion skin useless. Therefore I had to switch to basic onion skinning which just turn the opacity of the layers down, but of course, it is not as clear as the two colour mode in the differentiation between the before and after layers.


However, I pulled through all of that, basically free-eyeing most of my animation, which turned out not half bad at all and looks exactly like I wanted it to. And as you can see from the frames below, the shots look very polished right away.




The other notable thing was doing the window shot, where I created a multiply effect to use for the shadows of the curtain by using darker colours set on a layer above the animation and just turn the opacity. down. In fact, layering structure and knowledge that I gained from illustration really helped out with making the animation for this as efficient as possible. 



And the final thing, the last scene of the animation was incredibly fun to do, not just because of the "bouncy" and silly animation I used for the icons, but also because I had the chance to play around with the crop copy tool of TV Paint where I replace your brush tip with the image selected, which makes it perfect for doing the glitch effect of the last shot. 














Saturday, January 26, 2019

LAUAN603: Live Brief #2 : Loop di Loop 3

Finished Backgrounds and static shots

Following the guides of the storyboard, I got on to finish my backgrounds for the animation ( of which there's actually not alot of ). The bedroom took the most time to finished as I wanted it to be the most detailed since it is the background that will take up most of the animation. The separated layer of the bedside table and the chair will go on top of the animated characters layer, in order to create more depth in the shot. Besides that, the other thing to mentioned is my clear inspiration from Windows in drawing the laptop screen and the final background, both are based of the iconic Window Xp background. The tricky bit in doing it that was to find the balance between keeping it close to the real one and somehow making it fit with the overall cartoony look of the animation which I think the end result is quite successful in that regard.




LAUAN603: Live Brief #2 : Loop di Loop -2

Finished Storyboard and animatic. I went for a very animated storyboard, as to maximise efficiency for the animating stages





The animatic shows that the idea works relatively well, but I think there could be an improvement on the end bit and how it loops back to the beginning ( the alarm clock might feel a bit to disjointed ). Right now I'm experimenting with some more "error" sounds



LAUAN603: Live Brief #2 : Loop di Loop


For my 2nd live briefs, I've chosen this month Loop di Loop challenge with the theme of Windows. As I only had 2 weeks before the submission date, the whole pre production process would have to be quick in order to get to the animation stage as soon as possible. Luckily I was able to achieved that.

First it was coming up with a narrative. For this, I took a cue from the Loop de Loop page themselves, suggesting that "windows" can also relate to the Microsoft software as well. As a result, I came up with the idea of the endless cycle of digital "nightmare" in the form of a software malfunction that us digital artists and animators are all too familiar with. On top of that, its a homage to the Windows XP OS that have dominated much of my early computer uses ( in the form of all the icons and references used in the story). The aspect of the software being alive used to create a more interesting visual as well as reinforcing the "nightmare" element of the plot.



After that it was a quick process of character design. The core focus was to create a human character that has interesting visual but more importantly, easy to animate. With that in mind, I once again took inspiration from the series Panty and Stocking for my design, with the result being below



With this done , the next thing was to make the storyboard


LAUAN603 : Big project #1 : Liam - 3


With the concept of the drone decided upon, all that left was for me to clean it up and pass it onto modelling. Keeping that in mind, I made an effort to provide as much detail as possible so that the the modelling process may be easier, as well as working out all the mechanics of the drone and how it will be animated. I also experimented lightly with colour and texturing, choosing a more realistic aesthetic with lots of black and gunmetal. Overall, both me and Liam are really happy with how the design came out. With this sheet finished , I'll be moving onto to another project while I wait for Liam to finished shooting the film for me to begin doing the backgrounds. 

Monday, January 14, 2019

LAUAN603 : Big project #1 : Liam - 2

Working from the idea of my last post, I came up with a combination between silhouette 6-7, with the general idea of keeping the spherical main body of 6 and attach a surrounding chassis like 7



The first experiment of this was this rough sketch. I was massively inspired by Star wars, in particular by the Droid Starfighter of the Prequels and the TIE interceptor of the OT, both had the similar motif in design as what were were looking for.





However, after a discussion with Liam, we found this sort of design would make the drone too one-directional, as the position and shape of the beams around the body might make it look too "forward-oriented", where as Liam wanted something that feel more omni-directional. Therefore I decided to go back to the Saturn-ring type chassis, with a new source of inspiration coming from real military technology in the form of "spaced armour"


This concept first found popular use in WWII vehicles, where extra piece of metal sheets were fixed to the main body of tanks and armoured vehicles with the idea that it would detonate the warhead of coming rounds before it actually reach the main body, thereby reduce the penetrating potential of them and increase survivability. This concept later would evolve to the cage-armour such as below as well as ERA (explosive reactive armour - where the armour consists charged cartridges surrounding the armour and shoots and detonated warhead of coming round when they get close to the tank) 



With that idea in mind, I came up with something similar to this concept of spaced armour, in the form of surround support beams that is attached to and slide along the ring chassis. 


The shiftable beams means that it can move towards the specific direction of fire to block , as well making space for the visor of the drone to see through, and for the gadgets to pop out when returning fire. I think this brings a level of uniqueness as well as practicality to the function of the drone. As a bonus the little panels on the beams can be modified to something similar to ERA armour if the plot needed. Both Liam and I really like this idea due to its realistic and military feel, as well as its simplicity which would probably prove very helpful when it comes to modeling later on 



Saturday, January 12, 2019

LAUAN603 : Big project #1 : Liam - 1

For my extended practice, rather than making an animation of my own, I tend to collaborate with multiple groups in creating their project, in the form of providing concept arts, character design and backgrounds, areas that I want to specialise in going forward. With that said, my first collaboration is with Liam Wilson and for his live-action short about a modern cowboy in a post apocalyptic world. My roles for this project includes first, designing the 'drones' - a prominent enemy within the short, and later on doing some backgrounds for the film. As the it is a live action, the background will have to be wait until they've finished shooting the film in order to match the weather and colour to the real settings. As a result, I got started with the drone first



As a starter , Liam gave me this mood board for the drone design ideas. In particular, I felt really inspired by the sphere-shape designs, something that has a very multi directional element to its functionality. Liam further detailed the gadgets include a grenade launcher, laser blasters and and tazer like arm. With this elements in mind I began by creating a series of silhouettes of the drone.


Both me and Liam was quite happy from the variety of shapes here, which gave us a lot of options to work from. For me, my favorite were 5, 12 and 8. 5 was directly inspired by the drones from Nier Automata, on of my favourite game design-wise and absolutely represent my preferred aesthetic for mechanical design, which is large sections of bold and simplistic shapes connected by the smaller intricate details ( which is why I also liked the sphere-type in the mood board better). 12, 8 for me looks the most alien-like, and has a lot of personality to it (seems like the most menacing and evil looking). 

However, Liam's favourites were 6 and 7, in which he love the idea of the gadgets popping out from the body of 6 and the shell-like bars around the the main body of 7. As a result, my next step is to come up with a design that incorporate these element in one body. Overall, a very good start

Friday, January 11, 2019

LAUAN603: Live Brief #1 : Yostar-Netease -2

As the work has now been released publicly, I can finally reveal the commission I did for Netease in early December. This was a piece of artwork of the character Onikiri from their I.p Onmyoji, which was commissioned for their first anniversary of the game. Netease was very much open with their brief, requiring me only to produce a piece of illustration with the character.  Therefore I had a lot of creative freedom when it comes to making the piece.







During the process however, Netease did wanted the background to be 'dynamic' , therefore straight away I wanted a scene where there are alot of atmosphere and a sense of movement within the elements of the background, which was represented in the earlier sketches in the form of surrounding enemy warriors. However, after watching the trailer for the game, in which there was a scene where Onikiri was standing in a sort of desolate battlefield, I was inspired to recreate that environment as the colour in it compliments the clothing of the character really well, as well as having an fantastic level of atmosphere to it. Moreover it would be neat to see the art for the anniversary ties into the trailer in my mind.





Scenes from the trailer 



Therefore the enemy soldiers were replaced by detailed environments. However, the enemies were still represented in the forms of blurred silhouettes in the foreground. This has the benefits of giving the painting depth, while also serves as a practical tools in the story telling aspect of the picture ( it is like the scene is being seen from the enemy's eyes while they and Onikiri are locked in the stand off).


Final painting 

Overall I had a lot of good fun doing this, and gained more practical experience in composition, environments and colours. Netease and Yostar were very efficient with their feedback and the process went of extremely smoothly, with the only detail required the most rework being the face ( which gave me good practice with this kind of face design). Moreover, the reception of the fans towards the piece were very positive, which is always a very nice thing to get.



The step by step progress can be view here on my Artstation

https://www.artstation.com/artwork/Ka346r