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Already having my project established with an initial idea and character outlines, I was approached by my group who expressed

a strong interest in my concept and promoted themselves to me based on their 3D talents. Establishing a structured and achievable production diary, we distributed the work load equally amongst ourselves focusing on each others strengths and preferences (i.e 3D, preproduction, concept designs, script Writing etc.) Maintaining a structured schedule enabled us to use our time more effectively and gave a clearer understanding of the work that still needed completion and the time scale in which it had to be produced. This was further aided by the creation of an online group page in which we could upload and share our work as it progressed, allowing us to give one another feed back outside of our lessons and arranged meet up times. Creating a variety of initial character and background concepts we finalised our designs and established the artistic style we wanted to take the project in. Constructing a preliminary script focusing solely on the character of J. Daniels we originally intended to revolve each web-episode around an individual character that would relay their back story and tell the group how they reached the point where they were today. However, after the presentation of our animatic it became clear there was room for improvement. Having received constructive feedback from our audience we decided to revisit our script and adapt our story line in order to explore further with all of our characters and incorporate more puns and jokes into our story, not only making it more enjoyable for our audience to watch but also more fun for us as animators to work on. With a renewed passion for our project we were able to really experiment with characterisation and express the work put into each persona, conveying a sense of individuality amongst them despite their generic shapes and genetic make-up. Selecting our favourite characters, we created character profile sheets for all of them in order to build further on their characters before distributing the animation and lip syncing of them equally between ourselves. From the outset, we were faced with the dilemma of how we were going to make our characters movements fluid as bottles are rigid, static objects and we didnt want to limit ourselves to their facial expressions, therefore we looked into squash and stretch techniques. Initially struggling to find a way to overcome this problem in Maya we eventually found a solution which allowed for our models to be squashed and stretched in a way which would not interfere with their bone structure and facial rigs. To conclude, I feel that our group project was a success and my group and I achieved in producing an industry standard piece of animation I would be proud to present on my showreel. I believe my group went above and beyond in their production of work, maintenance of deadlines and contribution to the overall decisions made throughout production and it would be a privilege to work with them again.

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