Shot 7 - Close up on inside case as hitman picks up parts (done)
Shot 13 - Motel scan around through wooden boards - POV (done)
Shot 17 - POV Scope scan around and flick in zoom in on target in chair (done)
Shot 28 - High angle, out of focus blind cord with target on floor below. (blocked out)
Shot 29 - POV Scope – blinds drop and bounce (blocked out)
Shot 30 - Target still on floor – twists cord for angle of blinds
Shot 41 - Targets reaction close up – turns face away from hitman
Shot 44 - Close up of Ninja Mountain to fast zoom out to reveal large bullet count
Shot 50 - Ninja Details – lamp post sword drawn
Friday, 30 April 2010
Wednesday, 28 April 2010
Tuesday, 27 April 2010
Wednesday, 14 April 2010
Starting to get the hang of the texturing now. Think after my chat with Spencer on Monday I'm finding my confidence now. Taking it step by step and adjusting things as I go. Obviously cutting corners where necessary. Also thinking about a low level of detail version for distance shots.
After completing a short ppd submission assignment I began adjusting the lighting. The render time is just under 1min 30sec. That's with raytracing and final gathering turned on. Also adding textures, starting from the apartment and working round. More Focus on key areas from the animatic adding extra details where necessary.
Saturday, 10 April 2010
Recently I've been practising my shots for the final film. Posted up a few tests mid-week. Due to Maya crashing at college yesterday and me losing 2 hours of work, I've posted shot 50 up today because it had to be done again. I've attempted to focus of the animation timing and the camera movements. Need to continue with the texturing though, asap.
Wednesday, 7 April 2010
Sunday, 4 April 2010
Started texturing yesterday, and have spoken to josh about the uv's as he is working on that. He's given me the file with the uv's hes completed and I've started to test some textures to see how it looks. One problem I've notice is that the textures I import via a psd network are showing up pixelated as if they are too small. This shouldn't be the case as the textures I'm using are a minimum of 2000x2000. I'm going to ask around and see if anyone has a solution.