Saturday, June 13, 2009

Friday, June 12, 2009

The Beach

http://www.youtube.com/watch?v=ObKpwmZkl24

The site above is somewhat of video examples that helps to give ideas for the short clips..

I found that i enjoyed this video and the video used alot of quick atractive ideas that helped to explain all that is in the movie.....

i may just use some ideas!!!!!!!!!!!!!!!!!!!

Using Sony Vagas

trailer ONE

Trailer ONE

Capture 1: Walk through trees, Give emphasis on the green and the trees, allowing the viewer to realise they are in a park like environment.

Capture 2: Find a path in a slow walking speed set the pace no need to rush as your in a park, take in surroundings. it would be great to see building in the far background.

Capture 3: Focus on the river, make the shoot pan across the river (make it a focal point) a couple of seconds really elaborating on this river, the flow should match the slow environment and pace set.

Capture 4: Approach the building still being blurred by the trees, zoom in and really make a statement on how large building is. (is it possible to zoom up the sides of the building)? Have a fast motion about it. I want the audience to feel the rush and size of the building.

Capture 5: once inside really focus on the light do some steady stand still shoots. zoom in and out a little

Capture 6: Pan for stairs is it possible to grab a shot of the avatar or character walking up them and the camera zooming from afar into him walking up them? then camera panning out giving height of stair.

Capture 7: once on walk ways is it possible to focus on all the information that is apparently in the building? maybe some interior shoots over laying pictures/ videos of what you see.

Monday, June 8, 2009

up date

Team Urbans had a discussion with Jeremy and Graham, were we ran through our ideas on what it was we wanted to change for our final assignment. It was advised that we were to really polish up on the external texture; as it was suggested the importance of getting the blocks to the right dimensions, as the human eye will help to convey the overall size of this building. The discussion lead to the idea of where most appropriate the information centre should be located. Either the information centre would be put in an area that was slightly off the main path as the user heads toward the building, surrounded by trees, park like features, and a stone like structure somewhat similar to that of one seen in parks today. The other suggestion was that the information wrap around the internal of the structure, both these ideas were praised and we were told to experiment with them further. Jeremy and Graham agreed that the environment need a little work in regards to the trees and the water that runs throughout the environment, this will help make the environment look more realistic and convey a more atmospheric place to explore

Sunday, June 7, 2009

Groups Improvement

There are five areas of improvement that has been discussed, after reading the peer reviews. We as a team believe that adding AI to our design will conger a social atmosphere and will help to portray size to the overall building mass. Having the circulation off human activity will help to express the overall picture being conveyed in this park like environment. Secondly we have discussed the improvement of texture throughout the model helping to create a realistic approach to both the exterior and the interior of the construction. By experimenting more with the models textures we hope to discover the right array of materials to help portray the era and degree off setting. The third improvement that we intend to progress is the water; we intended to make the water flow at a reasonable depth and have a smooth realistic manor towards the surrounding environment. By having improving the interaction of water with the environment we believe will help to convey a peace full park atmosphere. Our forth improvement that we have put thought into is the walk ways within the building, wrapping around the internal part of the dome. By having these walk ways they introduce an inviting area of translation as the visitor will find themselves exploring and discovering meaning towards the building they are inside. The fifth improvement is how we have decided to convey our information centre, we are going to play with the ideas of either having the information written on the walkways that wrap around the internal of the building or a separate garden area that is placed on the side of the path as you head towards the building itself. Both of these ideas will most probably work nicely but we shall experiment with looks in our final product.

Monday, June 1, 2009

Draft Team Fabrication

Team Fabrication
Our team final Fabrication Plan has been developed through group meetings and discussion of change that we believe should be made. The changes were thought upon due to class feedback and lectures comments and guidance.
After much discussion our final plan is based on the outcomes in which Team Urbans wish to achieve by the end of this final stage of the assignment.
Expected Level of Resolution
Environment
• River flow/ water depth
• Natural light entering building
• Materails/textures
• Elevators
• Ai/movement
• Wrapping around walk ways
• information centre/area

Model
• External textures.
• Interior wrap around walk ways. (3dmax)
• lighting - natural and artificial (3dmax)
• light feature rotating(3dmax)
• Elevator for admission to walk ways.
• Wrap around walkways added
• Information at easy access

Crysis
• Ai
• sounds and lighting
• Water/ river depth
Individual Tasks
Michael:
• Texture in Crysis
• Import from 3dsmax to Crysis
• Create movement in the light fixture components in Crysis
• Crysis modelling texture with Pui Pui
• Create elevator with Pui Pui
Joanne:
• Manager and sole contributor to team blog
• Find supportive tutorials
• Work on presentation plan
• Make presentation
Gordon:
• Additional nature added to Environment
• Create sounds and Natural lighting in Crysis
• River depths and water
• Importing the completed model into the environment
• Adding Ai
Pui Pui:
• Wrap around walk ways in 3dsmax
• Texture and materials for exterior re scaled.
• Sourcing jpegs to use as custom materials
Timeline and Schedule of Work Outcomes
Team Urbans has outlined a proposed timeline and scheduled tasks. Tasks are delegated to each memeber of the group and a specified timeframe for their tasks are needed for further development of the project.
By week 9:
• Discussion of changes to be made to Crysis model
• Review feedback from Peers
• Note Key improvements
• Identify the developments to be made to environment
• Update team blog
By week 10:
• Team meeting- to finalise all changes
• Start re scaling texture to model
• Developing the river flow in the environment
• Tutorials for elevator movement
• Additional internals added to Crysis model using 3dmax
• Gather information used in information centre
By week 11:
• Model exterior textures
• Finish developing environment in Cysis
• Natural lighting inside of building
• Ai added to environment
• Interior wrap around walk ways added
• Update team blog
By week 12:
• Elevators positioned
• Information display panels about Model put into place
• Environment in Crysis complete
• Begin videos
1 x 30 second “Feature “Trailer”
1 extended trailer (minimum of 2 minutes)

• Update blog
By week 13:
• Capture 10 Images
• Work on the 5 minute presentation
• Final Update to blog