Showing posts with label Year 3: Unit 2. Show all posts
Showing posts with label Year 3: Unit 2. Show all posts

Render Stills

Some render stills of the Isle of Cirrus





The Isle of Cirrus - Final Animation

Here we are at last at the end of the final major project. I'm proud to present the Isle of Cirrus.

'Only fragments of land remain in a world that has been flooded. These lands are scarce, piloted by individuals over the inhospitable waters below.

Alone and isolated, Volan soars the skies in search for new land and life...'



Isle of Cirrus from Leo Tsang on Vimeo.





(View in 720p!)


The making/art of document for the Isle of Cirrus:


The Art of Isle of Cirrus by Leo Tsang

The current version of the Art of Isle of Cirrus will be updated at a later date.

CD and DVD label

Previs #3

A few problems caused the delay for this updated previs (I've actually gone through a number of them but this is the latest incarnation). Areas may still be a little rough in places but the goal of this previs is to focus mainly on the camera movement and animation.


*Smoke from the chimney should be white, and not black.

Notably, sound is needed to reinforce aspects of the animation with actions such as the wing pivoting into position. I'm also considering a soundtrack to compliment the animation, something akin to a soft intrumental piece to further establish the tone and atmosphere.

Isle of Cirrus Update

These are super busy times with only two weeks left in the project, so here's a quick update on things so far.

The environment has been steadily coming together with the textures finally in place. These are just some raw renders at the moment without the benefit of any passes.




Sample of some of the texture maps created for the scene (normal maps are also used)


Bringing Volan into the environment



Further experimenting with fluids for the clouds using two approaches.
Creating a large clould fluid can provide the background clouds to the scene, though I am concerned with the render time with the larger cloud bed image below taking up to 3-4 minutes. Although, such a large expanse as this may not be necessary with concerns to the framing of the shot camera.

'Cloud-bed' fluid


Using a combination of serveral smaller cloud fluids offers greater control and quicker render times, so perhaps the same can be used to create the background clouds. Otherwise, this method will be necessary for closer foreground clouds which will help to reveal the nature of the island.

Smaller 'single' use of cloud fluids (Low poly environment used)


Overall, most of the secondary animation elements such as the swaying of balloons is in place which I'll post in the form of a previs soon (along with the updated camera momvent), where I am continuing to refine the character animation and use of cloud fluids as remaining major elements.

Previs #2

New version of previs is up with the updated refinments to the environment. It may be a little rough in places as things are still in the works.

Once more, the aim is to capture a moment of flight of Volan and his island as he soars the skies. It relies much on tone and atmosphere which is slowly built up with the reveal of the island and the openness of sound.



The logic behind the camera movement is to follow the reaction of the island as Volan prepares the island to turn. As Volan pulls a lever the camera pans down to see the reaction of the movment of the chain(s), to the emission of the chimney and the turning wheels. We then make our way to the underside of the island to see the wings adjust their position accordingly to bank the island off into the distance.

There are a number of refinements to be had, but any feedback is much appreaciated!

Character Volan Texture

While I'm continuing to work on other areas of the project, here's a quick update on Volan with his textures finalised. I'm pretty pleased with the results as the final outcome achieved the original concept faithfully with only minor adjustments.






Original Concept

Isle of Cirrus Interim Presentation

We had an interim presentation this week, so its a good way to recap on the project thus far which you can find in the scribd presentation below. There's still a way to go so I'll be giving it my all in the remaining weeks left.
Isle of Cirrus Interim Presentation

Below are some larger still images of the island as it continues to take shape. The clouds are currently an expermentation with using maya fluids which I hope to be able to take further.



The main priortiy for now is to complete the texturing while getting lighting into the mix. I also aim to get a new version of the previs up in light of feedback and the development of the island.

Character Volan Model and Rig

Over the past week of the Easter break, I've been predominantly getting the character Volan up to speed with his completed model and rig in place. All that is left is to complete the texture which I will carry out in conjuntion with the texturing of the environment.




A system of skin weights and follicles are used to keep the various layers of props in place, where IK/FK switching is also avaliable for the legs. UVs are also laid out, allowing for the transfer of texturing in the near future.


Blendshapes have been created for facial movements, with a squinting expression shown below.


Testing the capabilities of the rig with some quick posing helped to expose any errors and allow for refinements where necessary.


With Volan predominantly complete, he can now move into the world of the environment which will help to realise the design of the island as a whole.

Character Volan Modelling #01

With the environment taking shape in the background, I've also begun to model the character of Volan, blocking in his overall form while starting to refine details. Its still a work in progress, but is hopefully coming together nicely.




Home/Island Design #04

Update on the home and island as more details continue to be resolved. Of particular note is the balloons and their fastening; the new side 'wings' which can tilt resectively to turn and bank the island, additional props, and the slight mound given to the surface of the island as a whole, raising the house and providing a much more organic feel to the island.





Home/Island Design #03

Just a quick update - things are starting to come together with the major shapes and elements of the island and house. The second ring of balloons not only provide further lift to the island but also help unify the island in its quirky nature.




Details are also being resolved in the background with props such as crates, barrels, lamps and a naval style search light which Volan can potentially use to signal to others.



Otherwise, there's still a way to go with refinements to the home and island, namely the island is feeling a little flat at the moment - so back to work.

Home/Island Design #02

After much feedback, I've revisited the house design to better emphasise and reflect the quirky nature of the island as a whole. It may still require some finer tinkering, but I feel much more confident with this current design, where more ideas and details continue to be resolved as I've taken the design into 3D.




I am currently continuing to resolve the model of the house as well as turning my attention to the island as a whole with the system of flight and array of props. More updates soon to come.