Monday, March 19, 2007

PD4C - Lone Ranger

I decided to e-mail Julius. I asked that if we decide not to use team/crew help in our Production and Direction for Camera module, will it affect our overall mark.

He told me he would hope that I would use crew. He told me that he had just marked a final year project that suffered from the director trying to "do it all" and said that it seems to him to be a non-traditional way of working but that is my decision to make at the end of the day and that he will be marking what he sees on screen. He told me he would still expect to see similar production documentation as to a 'crewed' piece of work and that ultimately crewing is perfectly normal abut if you decide to go another way then he would hope that I would discuss the reasons why on my journal, which is what this entry is about :)

So yeh, I decided to go this alone as it's not a huge project, mainly a camera on a tripod and it filming me acting (I use that word loosely, though!) You'd have to see the final piece to work to see how I am justified :)

Labels:

Tuesday, March 13, 2007

3DANIM - Stage 2 - Advertisement - Evaluation

Background

I am truly terrible at 3D animation due to, if I'm honest, having no major interest in this specific area of multimedia therefore having no 'push', as well as generally struggling with complicated software in general (remembering where to go, what to do etc. within the program).

In light of this, I made my decision to keep my advertisement as simple as possible.

Overview

My intention was to create an advertisement for a video game console, Project ‘Pariah’. I wanted to push the design of the advertisement and the console itself to be modern, appealing and exciting. I came up with a number of designs in the planning stage and one was chosen to be used in my final work. It was design number 3 of my 4 ideas and was designed similar to the Nintendo GameCube in one way or another, but with added features. It contains a slot-load drive, an LCD status screen and four controller ports on the front, with the logo on the top.

The console is basically a box. I implemented all of the features (drive, screen and ports) into my model but I didn't know how to texture one single surface of the cube so I couldn't add the logo.

Making the model animated (spin slowly around) was easy enough but I couldn't figure out how to have a spotlight shining down (literally showing the light, with dust particles subtly floating inside) so I chose to light the model using a standard, invisible light.

Adding sound originally caused a problem as two different microphones that I had used recordered too quietly on my computer so I went to plan B and instead of a voiceover, I used ambient and 'spooky' music to set tension for this 'new and upcoming console'. I believe it turned out for the better.

Improvements

I would have liked to have had soft edges around each corner of the cube. I would also have been nice to texture it, and perhaps even have an animated texture on one small part (the LCD status screen). As was mentioned above, a spotlight shining down onto the model from above with visible light and perhaps dust particles would have been a nice touch.

Word count: 371

Labels: