Thursday, April 29, 2010

Previs Shots

shot_01 zoom out from photo
  • orange_model
  • photo
  • ground_plane
shot_02 top view of orange
  • orange_model
  • photo
  • ground_plane
  • rifle
shot_03 explosion off screen
  • orange_model
  • photo
  • ground_plane
  • rifle
  • comrade_leg
shot_04 jump out trench then trip
  • orange_model
  • ground_plane
  • rifle
  • comrade_leg x2?
shot_05 look up. Explosion off screen
  • orange_model
  • ground_plane
shot_06 everyone is dead
  • orange_model
  • ground_plane
  • rifle
shot_07 looking around
  • orange_model
  • rifle
shot_08 blue standing
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
  • rifle?
shot_09 close up on blue's face
  • orange_model
  • blue_model
  • ground_plane
  • rifle
shot_10 gross up close up

shot_11 orange sneezes
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
  • rifle
shot_12 silhouette, shotgun fires
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
  • rifle
shot_13 orange angry, runs
  • orange_model
  • ground_plane
  • rifle
shot_14 blue cowers
  • blue_model
  • shotgun
shot_15 orange running
  • orange_model
  • ground_plane
  • rifle
shot_16 blue turns head
  • blue_model
  • shotgun
shot_17 silhouette running shooting
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
  • rifle
shot_18 orange trips
  • orange_model
  • ground_plane
  • shotgun
  • rifle
shot_19 blue aims, fires, gives gun over, gets fixed and hands gun back (we need a reaction shot from orange somewhere in there)
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
shot_20 orange offering gun
  • orange_model
  • ground_plane
  • shotgun
shot_21 blue takes gun
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
shot_22 handshake, realisation, jump back
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
shot_23 photo falls out
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
  • photo
shot_24 blue pulls out wallet
  • blue_model
  • wallet
shot_25 close up wallet photos, reveal orange
  • orange_model
  • blue_model
  • ground_plane
  • wallet
shot_26 blue happy
  • blue_model
  • wallet
shot_27 blue throws gun and wallet
  • orange_model
  • blue_model
  • ground_plane
  • shotgun
  • wallet
shot_28 hug
  • orange_model
  • blue_model
shot_29 close up orange
  • orange_model
  • blue_model
shot_30 wallet and photo on ground
  • ground_plane
  • photo
  • wallet
shot_31 close up realisation
  • orange_model
  • blue_model

Environment Concepts


Ground to a certain extent will be modelled. 2D planes will be placed into after effects for hills, clouds and sky. Basic modelling will be done for ground plane and detail will mosty likely be done as normals in zbrush.

Checkerboard Orange


Nearly completely unwrapped. A little tweaking still, and some work on the hands, but other than that, this is a pretty accurate representation of the Orange Rabbit UV mapped...

Blue Rabbit Render

Wednesday, April 28, 2010

Like peeling an orange



Unwrapping is a bitch.
This bitch is tamed. For now.

The UV was made with the low res mesh, but this is the smoothed mesh in the image above. Below is the unwrapped texture we'll be working with. Resolution is at the moment, double what we need for double resolution of the final product. See where the close-ups take us.

So that means we have:
4096 px square

We should work on:
2048 px square

We will render at:
1024 px square

Preview textures can be:
512 px square

Anmimatronic Notation

Notes for changes to our animatic as follows:


Shot 2: reframe for continuity (move to right?)


Shot 3: ideas for making it more obvious why they're jumping out into an explosion ("CHAAAARGE!!" & vox effects?)
>>Hold shot longer, add more sfx.

Shot 4.5: Add close ups for tripping?
>>Trips over his own feet - close up

Shot 7ish: Frame for OS explosion to reveal of desolation (reframe better?)
>>Knock orange off to the left a little, then quick zip out to reveal desolation.

(remember to cut on action from this to next MCU shot)

Shot 9: Reconsider reveal of Blue guy (pan? POV?)
>>Look at pixar examples

Shot 10: Get more oppinion on slow pull to CU of blue

Fighting sequence: Do some awesome camera work
>>Blue's first shot cuts on action to... Many camera angles, fast moving shots, adding items getting hit, etc. etc.

Add tripping close up again (maybe?)
>>experiment with this.

Remember what was potentially wrong with the bird thing...
>>Maybe unneccessary? Add later.

Long shot of bird getting shot (frank) - falling into frame in later sequence (tune for comic timing)


>>Change 2nd tripping framing
-add quick shot of orange's gun bouncing away
-gun falls to place, cut on action to
-strong perspective shot of gun barrel
-slow pan around gun to reveal blue shaking holding gun
-cut to orange, closer, flinching away (bracing for impact)
-cut to CU of Blue hesitating, looking away
-emphasise gun misfiring animation
-click a few times while looking
-THEN turn gun around.
-orange tenatively looks up a little. (reaction shot)
-Blue still fiddling with gun.

Jumpy camera cuts when giving gun back. Reduce to 1 or 2.

Reconsider jumping back somehow. Flat framing is lame. WATCH KUNG FU AWESOMENESS WITH CAPS LOCK OF EPIC

Show photo flying out in long shot
-cut to CU of photo

Re-arrange reactions (blue react - photo CU - Blue re-react)

Flipping photo album (use cut on action as blue rotates photos [cut from external shot to pov])

Photos framed awesomely together at end.



And all that jazz.

Wednesday, April 21, 2010