8 Jun 2011

The Big Flight, Lifting in the Air and the Flick

Ivan for the first time lifts in the air and realizes where all of it is heading : he is about to reach his dream island. However, one last chalange awaits. He, not yet knowing how to use his new ability, is easily torn by the wind. Turns in story and cutting in the video is, again, a match for changes in the soundtrack ( which premiere refused to render in for 4 times :/ )




I swear, this easy and happy looking animated 10 seconds were the hardest I've ever done... still requires cleaning and tweaking... but I believe now at least it is hitting the notes and going the right direction.




the Flick

5 Jun 2011

Dream Island Execution



Rainy Sunday asked for some serious painting. So I've coloured in the island. The image shows how a combination of matte paining and 3d set work together. Also, and this is the approach I've taken from work placement, this is a single test lambert shader (with transparency and normal maps)to see how colour pass does its work before going any further.





I've referenced festivals and carnivals,  as places for where you experience total joy and excitement,  for this environment. Together with deep rich purple and violet colour pallete I'm wishing to create a rich, dreamy and fluid, most painterly environment out of the three  , where all the elements seem to flow into each other. The challenge is not to make it a pile of stuff . But there is something in the toolkit still waiting , which should be handy for that.  That is  varied shaders, lighting set up, motion (ncloth simulations and animation cycles for props). 




And a CU test:





1 Jun 2011

Animating Ivan



Soon after realizing he is not a ship and could never swim to the island, he discovers what he actually is - a bird-lantern. instead of swimming, he starts lifting up. Cutting pace is , again, suggested by music.





I'll use this single post to upload all the animations for my latest animated short - Ivan the Bird.
I'm moving into the third act and this is the point in the story where  Ivan  sinks instead of floating to the Island. After understanding that he grows into sadness. The very last shots move to the point of discovery , that he is in fact a sky-lantern:




Work Placement Evaluation: An Employers Word



Today I've received and can present evaluation of work placement from employers point of view.
Creative Director, James Boty and studio's producer Inga Johnson , sent their evaluation of my performance during the two weeks time:

"Whilst on a two-week work placement at Picasso Pictures in London during May of 2011, Jolanta worked diligently as part of a team developing 3d characters for use in animation. She showed great enthusiasm and skill in modelling 3d characters and creative flair in creating her own designs for character textures. Jolanta was very well organised and communicates well with her colleagues. She was also very accurate in her estimations of the time required to do particular models and reliably kept to her schedule. I would not hesitate to recommend her."

James Boty
Creative Director
Picasso Pictures
02074379888

"Jolanta was a pleasant and friendly addition to the production team during her two-week work placement at Picasso Pictures. She was able to integrate seamlessly into the company environment by helping out with the day-to-day running of the production office. Jolanta is a very approachable individual who is not afraid to offer assistance but also keen to learn more to develop her skills. She had a very methodical and focussed approach to the CGI work she was given and believe she will go a long way to reaching her career goals. We would be happy to welcome Jolanta back to Picasso for another placement if the opportunity arose."

Inga Johnson
Senior Producer
Picasso Pictures
0207 4379888

I'm happy to have received it but more importantly, to have had this opportunity.

31 May 2011

28 May 2011

Evaluation: Work placement @ Picasso Pictures





Sadly I can't apload any visual material for half a year. So only after that time I'll publish a large post of  entire production.

In the mean time these are  main points I’m taking away from the past two weeks:

Perhaps most memorable were times where conversation with industry’s professional felt really easy, just  simple sharing of experience, jokes  ect. Happy moments.

I took note on the advantages/disadvantages of working at a small company too . The environment feels very  informal. You get to know staff as close  friends . It also means there will be more of variety in assignments. Directors and producers expect you to be knowledgeable in many fields, therefore supposedly it promises less of a routine. ( for example one day a post-prod guy  was even doing a voice over for a commercial himself ).

From  health POV  clearly  it is necessary to do some sports. Everyone in the studio was doing either yoga, or going to gym, or swimming ect.  Buy the way, shockingly to me, almost everyone in the building looked awful lot younger their real age. I’ve mised  ages by an interval of 6-7 years! A friend suggested one day later I chose a good industry to help stay young  :D

I learned that a workday in a studio depends highly on which side of the fence you’re at. For example, a day of painting was a totally different experience to a day of laying out UV’s. I see now that it is very important to choose your work field wisely and from day one try and earn your stripes in it, so that with confidence you could step into it and no day would be a drag or bring exhaustion filled with doubts of your career choice.

Funny, but this is also what’s left vivid in my head. One day I was doubtful about the entire game in this field,  and we started discussing that. One of the colleagues brought a funny point. He said that at least we don’t get uniform or a suit, we get to be with our own closes. That somehow and weirdly tied up a lot for me. 


I'm gald I had these two weeks, thanks to Phil and Alan :]
 

25 May 2011

8th Day in Picasso Pictures





After speaking today with James Boty, I’ve got few of the creatures done and ready, two almost there and one more to “bring to life”. I should finish the project before I leave Friday , so in a way, there  I have a deadline .

During lunch brake I went for a walk in Soho and accidentally passed framework studio’s ( They did the spectacular illustration of The Tale of The Three Brothers, for Harry Potter Deathly Hallows )
. There were runners and rotoscoping artists just sitting on the stairs during their brake, so I asked them  about framestore and in general talked a bit. Apparently the studio  has two buildings, one working in films, one in commercials. The career steps for new recruits sounded very close to double negative’s  usual employment rutine , where you start from runner, then go to rotoscoping, do tutorials ect. Most importantly, the studio has recently launched a  massive employment and are looking for runners and employees in many other fields .

Lastly I was given an advice to make sure and get reference letters from Picassopictures, from people who I worked with mostly, that is Inga Johnson, producer, and James Boty.(I’ll ask Inga’s if she could do the same for Ruben).

And there are two more days to go…

24 May 2011

7th day in Work Placement


 Today I’ve continued on texturing creatures.  Few sets of texturing are now waiting for director’s approval.  

Also, recently I’ve made one of the best art book buys , James Gurney’s Color and Light.  Initially the book aims to inform realist painters, but topics covered are universal: he explores lighting techniques, colour theories, visual perception and the science behind  all with resourceful illustrations. 


 I’ve  read it while on underground trains and little bits of knowledge and techniques didn’t long to find their place in practice.  I’m having it in front of me to reference theories of color wheel use, while  creating color palettes for creatures . The end results surprise myself. When looking back at designs I don’t think I would’ve come up with such solutions.

23 May 2011

Week 2 in Picassopictures


I was fortunate enough to start my work placement at a time when one of the directors, James Boty,  brought a new project for production. He came with designs of 5 creatures and briefed me the idea of a game where these characters fit. Last week I’ve finished interpreting designs into 3d models and preparing for texturing.  

That stage of production, though asked a degree of creativity in problem solving, wasn’t particularly creative.  However to the end of the week director asked me to try and figure out creature texturing and gave freedom for my own interpretations.

To make sure nobody’s time is wasted I did initial texturing and showed it to James. 4 out of five got two thumbs up do develope further,  with notes taken down for changes to the last one.

Also director informed today that  these characters won’t have ‘fancy’ shaders ( no special settings for shaders or specular/ bump maps ect.) because of limitations in the game.It means all the complexity has to come from colour map . So today I also worked on one of the creatures detailed texturing aiming to find the balance between level of detail and cartoonyness.  All seemed to work nice and I have a clear standart to work to for for all characters.

to conclude, day ran  even faster than before, I've lost track of  time and found myself really engaged with painting. Also each day contributes to a larger, overarking view of this entire experience and soon enough I'll be evaluating my work placement.

21 May 2011

End of First Week in Work Placement


It was a nice Friday in Picasso studio. I’ve moved into painting textures. James Boty provided me with reference imgaes and asked to create initial textures for each character, so we could move from there.  

Here is the reference sheet


some of the images are from finkbom's book of their characters. This have me an indication of the style to head for. 

With these images and a short line from director via email: “I would like them to have fairly bright colours and insect like material qualities...quite cartoony...” , I tried to come up with something.  Again, all examples will be shown in unit’s presentation as for half a year no true material can be published.

Texturing asked for quite intricate patterns and , as time is always a limitation, I quickly came up with some ideas. I remembered Bob showing me how Alchemy works. I’ve never used it myself, however thought this is perhaps the best, speediest approach for creating complex creature patterns. I quickly downloaded, installed and after a bit of acquainting I’ve painted patterns , few of them you can see here: (thanks Bob! )



I managed to develop texturing for two creatures. I've sent images to director, and fingers crossed any is going the right way ...

Time went quickly and the week is over . Looking forward to week two! :]

19 May 2011

Day Four at Picasso’s



First week is reaching its end and I’ve finished modeling and UV layout for 5 creature-characters.
With directors approval I’m moving into initial texturing.  So far it has bean a unit-deadline type of work regime, quite intense. So that’s all about work progress.

Apart from that today it was me and a freelance compositor, Shelley Renville, working together with some producers or boss of the company coming to us for one or another matter. In an environment not too crowded with people or hectically busy there was a true opportunity for me to talk to all of them and ask a bunch of questions.

Perhaps the most memorable was the “chat” with Inga Johnson, the producer, and Shelley. They shared stories about their creative career and in general university, it’s importance, also, what it means to be creative in commercial industry. It was just an open and honest chat.  I  feel less confusion. This was the true gold of the day.  

Also, as I’m partly a runner, I’ve got to do the shopping, some good old cleaning, take care of recycling and post deliveries  all for company’s good.

18 May 2011

Third day at Picassopictures


 This day had its new flavour in that nothing elementary is a mystery any more (how to get to the building, which directory to use, who to report to or ask for work, where to have lunch ect.) . Oppositely, I started my day knowing where is my place and what I’m supposed to work on.

Today I’ve modelled another creature and prepared 3 others for texturing. Director also trusted me to  texture them . He’ll provide reference sheets for materials, a direction he wants me to follow and asked for my own input and interpretation on it as well. That was some good news for me. I’ll be using an epic size pen tablets, so it seems I will be able to actually put some kinetic energy to the paintings: D

He also told more about the game these creatures will be in. Basically a player will fight every creature in each level.

Other news include that two main workers at Picasso are leaving for a short time. They have one  worker to replace them, however Inga warned the studio might throw anything to us, practicioners,  so we best be prepared.

Also today I met a freelance illustrator, Shelley Revill,  who not so long ago won The Puffin Digital Prize. She  shared her “tips and tricks” how to get involved in freelancing  projects. It seems that members of the studio in general agree that freelance experience in general is a good thing and a “should do”. The downside is the uncertainty of scedule, whether there will be a job . There are ups and there are downs, a stressful game.

But to get back to Shelley, here's some of her illustrations: 



For more go to  wriggleplum 


17 May 2011

Picassopictures: Day Two


 And I’m already knee deep into work assignments.   I continued on working for James Botey, finkbom (what is finkmbom??) director. I’m modeling aliens and creatures for game. So it has to be low poly, as efficient as it can  however not using triangular faces as they’ll use it in other programs.  With three creatures finished in two days  and two waiting to be done, I’ve got the feedback to so far be spot on with directors intensions. After seeing them he asked to prepare models for texturing (layout UVs).

I also come very handy when coffee needs  to be bought or packages taken  to the post. :D Which is great to me – I don’t mind having a walk outside to break off computer screen.

A particularly interesting point today  was a chat with Steve May, director of Rabits. I gave him my booklet yesterday. I’ve got some good notes from him on Ivan’s design as well as the environments featured in animation. It was a surprise for me to get the compliment. Well happy I was :D

Also I passed Phil’s regards to the producer, Inga Johnson, she in turn shared she  thinks that us students are in very caring hands and Phil is definitely what a student of our field really needs.

The end of day two :]

To continue on exploring the studio, this time I present another director, Julia Pott:

When Julia was younger she wanted to be a balloon

Now she is a freelance illustrator and animator, currently completing an MA in Animation at the RCA, she is also part of the animation collective Treat Studios, and is signed as an animation director to Picasso Pictures.




Toyota Auto Biography from Julia Pott on Vimeo.

Her work tends to explore the motivations behind human relationships, representing characters as mildly ridiculous anthropomorthic animals.

For more see her profile on vimeo.