A writeup, or possibly an explanation for all the madness
I had a lot of different ideas when it came to the Development, none of which I was entirely sure I could do. While all of them related to the main project in one way or another, they were all different aspects of the animation, all of which added a certain look or feel to it. For example, I could have chosen to develop character modelling and facial rigging – making the expressions and faces of these characters the main focus, or I could have chosen movement, in all characters, which would dictate the flow of the animation. How a character is timed and animated is vital in making a successful comic short, like the one I am making.
Instead, I opted for something a bit more different. While both of the above things were incredibly important to the final piece, there was also another aspect to it which I wanted to develop – something which I think I had the least experience in and I wanted to add experience to. This was, interestingly enough, the final “look” of it. That is to say, I wanted the furniture, the texturing, lighting and the overall shape and design of the cottage and its contents to have the right feel. With the wrong lighting something can look too “gritty” or “real” and I wanted it to have a very smooth, very cartoony feel to it, all the while looking, as much as possible, realistic.I learnt, from watching various special features on DVDs and blu-rays, and observing different animated films, how much of an atmosphere you can create with your scenery. After all, a wrong background or some bad grading can completely change the feel of the piece you’re trying to create.
To begin with,at an early stage, possibly before any story was planned, I had already ruled out making it cel-shaded, as is often the case with a lot of “2D-style” video games – such as Killer 7, The Legend of Zelda: The Wind Waker and, more recently, Street Fighter IV – because while I did draw a lot of inspiration from classic cartoons such as the Looney Tunes shorts, Tom and Jerry and some Tex Avery shorts, I wanted it to be, in all respects, 3D.
I looked at the style that Dreamworks and Pixar Animation Studios use – a sort of well textured, well detailed type of art, all the while keeping an almost naïve, simple and cartoonish drawing style, and decided that was probably the better option, after all, I wanted everything to look like it could happen, but only on a much different plane of existence (preferably one where anvils fall on heads and the smell of pie makes you float).
So I started with basic objects. The look and layout of the cottage would determine the chase path of the animation and, as a result, also determine the flow and smoothness too. I started with a floor, and slowly built everything around it. As the early entries in my blog will show, the room where the action starts (the cauldron area) was a separate room, with a mini corridor leading into the main cottage. That didn’t work though, as I figured that when the summoned blob creature escaped, it could only go in a straight line, and therefore be incredibly easy to be captured again. What the house needed was a much more open space – not only would this give a lot more possibilities for antics but also provide a nice, open space which would feel much less claustrophobic to the audience.
As I was building furniture: chairs, tables, bookshelves, cauldrons and everything else, I wanted to give the place a very traditional “old English” cottage look, so I of course gave the place floorboards (a very light brown colour, as I wanted everything to have a nice, fresh colour palette, to make it easier on the eyes and more enjoyable to watch) but couldn’t decide on the walls. For a very long time, they were simple brown, with a boring brown wooden brown texture basically dragged and stretched stupidly over the top. I later changed this, much later, into a light green paint which not only looked natural, “earthy” and traditionally English, also had the advantage of being quite airy and light – again making it quite easy for the eye as, being the very identical walls of the only location, it would be the one thing, save for the characters, that the audience would see the most.
V-Ray was my renderer of choice. To be honest, I really don’t know why I chose it. Probably just because everyone else was using mental ray. Either way, when I had made up my mind to use it, I began to mess around more with lighting and shadows and how various light sources looked in the scene. While I have not included those in the video – as they are all still frames and would take up all the time allocated in the video to show – they are on the blog, and as I explain on the blog, I ended up choosing a mix between a VRay Daylight system and omni lights. I found that the Daylight system created too many dark shadows, even with the variables turned out, while the omni lights by themselves didn’t look as good or as natural. Together, though, the omni lights reduce the shadows from the Daylight and the entire room looks about as good as I actually wanted.
A second light source was needed though, for the first few seconds of the film where the only light comes from the cauldron – a sort of cold, gritty green. I experimented with a few lights and eventually placed a single light in the cauldron, green, and increased shadows on it. To make things not near the cauldron visible I also placed a much smaller, but less bright light on the floor in the middle of the cottage. I experimented with both those lights, taking many stills and video renders until I got the desired look I wanted. These, along with one where I played with the grading and contrast in After Effects, are in the video.
As the last pan of the room in the video shows, I think my “definite” look for the cottage, the one I’ve been working towards, is very much the step in the right direction I needed. It has a light cartoonish look, all the while keeping a very real and natural ambience.
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At the end of the video, there are a couple of movement tests. While there are not many, these are ones I started in the past, but only recently finished. Like I said earlier, movement and action is vital in these pieces as it can really take away the excitement if done too slowly. Of the videos shown, there is a trial “spell-casting” motion, and two more defined ones, done through online research and video footage of myself. Now, with the cottage almost over and done with, I will have more time to develop this to get more cartoony, expressive movements.
More lights, more cameras, some action
The green room
My new camera movement render of the cottage, with a lighting system and texturing work which not only I quite like, but (more importantly) looks like how the short should.
Sunsets
Room renders


... Action?
Lights, Camera...




Movement tests
As well as colour, lighting and texturing (what I like to know as the "overall theme and look" of the short), I wanted to focus on movement. While I didn't get to do a lot of that, I did spend some time filming myself and looking for online videos of people using magic wands or casting spells, to examine their arm movements and get natural flow to the action.
My first video shows a pretty solid, not very loose movement:
which I improved with the next one, which has a lot more body movement
And here is another one, with another movement
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Finished Animatic
Finished animatic, although there is no music after one minute thirty: due to time constraints.
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Emotions
Using morph to work with expressions on the witch, although edits on the model will be needed. Again here it really is just a test. At this point I'm experimenting with different techniques and looks and I really like this one right now. But whether or not I will be in the future, when I have an even better visual idea of how the short will turn out, remains a question.
But for now, it's pretty good.
Faceman Peck

Not much time to work on things, as I've been focusing on other prjects, but done this.
A complete remodel of the original witch. More birdlike features, more animation points and overall better look to the model. Much better - used planes instead of boxes, which works a lot better, if takes a lot more time.
Silent Films
Toil and Tests


Better modeled blob - with bizarre (and temporary) eyes.And, uh, this

Also done a few animation tests. Modeled my blob in clay, for stop motion tests
Storybored








Extreme Makeover: Witches' Cottage Edition
Here are some more in-depth renders of what the room is going to look like (lighting is still in the works):



It's come to my attention that creating fire in 3DS Max looks good (if done right), but takes a ridiculous amount of time. Far too long. So I have decided to do them in After Effects - at least the lesss important and prominent sparks and flames.
This test looks good, but took far too long to do:

Click on it. It's HD and looks damn good. When fire is prominent I'll do it this way. But it takes forever and a day to render.
Storyboards coming along nicely. Almost done. Soon I'll work on the animatic. I have the story all worked out and have all three witches have good parts, and one of them I might not have to render fully (although to compensate I'll have to do a frog)
Home is where the hearth is
I'm definitely going for the original story, of the creature being chased around the room Tom and Jerry-style. It's a nice, simple, solid story idea which I can have a lot of fun with.
Having decided that, the last few days I have spent detailing out how the cottage interior would look - having started a week or two previous. It struck me that if I am going to do a "chase" style story, then the layout of the cottage is going to be a lot more important than I thought it would be. After all, where he runs to is entirely based on how the thing is laid out.
Originally I had a long corridor leading up to the room with the chimney and cauldron, lined with bookshelves for things to be knocked over, but I realised that wouldn't work, and if it had nowhere really to go except forward and back, the witch could catch it within seconds.
Pretty boring.So I opened up the cottage a great deal, and began sketching up where I think things should be, and the best way they'd flow. I'm going to start storyboarding soon so there's a lot to think about in a short amount of time. Here's the basic layout of the cottage. I'm also currently modeling all the furniture:



It's shaping up well. Been doing some modeling and texturing, too, on the witch, although there are very little animation points on the face and I'm going to have to re-model properly soon:

Storystruck
I spent some time last week thinking of another approach to the story. While my earlier story involved a chase scene between an old crone witch and a blobbish creature created from the cauldron, I thought of another story, in which three witches are greeted by a young man who needs the witch for one reason or another.
The three compete and try to out do each other, putting in all kinds of things into the cauldron, when it eventually explodes and the roof collapses or something.
But I can't help but think it simply isn't as visual as my previous story, nor do I think I can do four human characters. While I wanted to have three witches in the other scenario, they might not have to ben fully rigged, while these witches would all have to be. I have designs ready, but I don't think this is the right way to go.
I'll give it some more thought, drawing out possibilities for both stories. I'll come to a conclusion soon
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Concepting
The idea behind the witches is in the classic "three witches" coven idea, popularized (if that's even the right word) by Shakespeare in Macbeth - featuring the Crone, the Motherly one and the Maiden characters.
This has been reused over and over again, and my particular inspiration behind these witches is in the coven of Granny Weatherwax - a prominent character in Terry Pratchett's Discworld series - a set of books known for lampooning everyday life in fantasy environments and exploring the idea of beliefs and folklore.
In mine, the crone is really generic - like all the traditional Hallowe'en masks, the mother is a sweet, gentle type (whose looks I based off Dawn French) and the Maiden who is a girl who thought she was going to be joining a satanic wiccan cult (which we all know is a load of nonsense)



Double Double
Having been briefed on our assignments for the year, I have come up with a rough idea for an animated short called Toil and Trouble.
I sort of know what plot and ideas I'm going to use, and, as a sort of jumping off point, made some quick Max renders:
and a room render :

And that's it
Working on getting a screenplay done properly, and some good character modeling, which is hard and annoying but probably the most important part of the whole thing. I have a couple of weeks to do a storyboard, but we have a proposal presentation on Wednesday, so the narrative's got to be done by then.