Updates:

May 29th 2007
April 10th 2007
April 9th 2007
April 4th 2007
April 2nd 2007
March 27th 2007
March 19th 2007
March 5th 2007
February 27th 2007
February 21th 2007
February 19th 2007
February 14th 2007
February 12th 2007
February 7th 2007
February 5th 2007
January 24st 2007
January 21st 2007
January 18th 2007
January 11th 2007
January 9th 2007
November 13th 2006
November 4th 2006
October 30th 2006
October 23rd 2006

Models:
-There is a models folder in the goodnews folder on the vsfx server.
-There is a folder for the buildings, the main robots and the robot extras.

Tutorials:
-There are links to some helpful tutorials located in the documents section of the Goddnews folder.

Website:
-The link to the goodnews site is
http://www.inchiology.3dk.org
/Projects/Good_News
/good_news.html

 

 

 

 
-May 29th 2007

*The site has not bee updated in a while but i have been keeping the team infromed with all the progress.
As it stands we only have 4 shots left to be rendered.
*Everyone has been working really hard to see to it that the project is completed and it looks real good.
*Douglas a.k.a. "the ninja" has been doing his thing. He has comped all the rendered shot and they look really good.
Sound design and the intro are being created right nowis in progress right now.

*Shot 15 and 16, which are being headed by Barry are looking pretty good too.
Annee has been able to pull the keys from the shots and Bretts tracking of the shots worked well.

*Here are a few stills and movies:



 


In the green screen room shooting shots 15 and 16.

A z-depth render of shot 10


Measuring out tracking markers.


Shot 14 desert layer.

A test render of the intro.
 
   
   

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-April 10th 2007

*Great progress has been made in the past few days.

Rendering

-We have begun rendering the base scene, shots 2-7, with Doug heading up the lighting.

-Our best render came to about 1hr 20min. Rendering locally is out of the question as we rendered for more than 10 hours and did not manage up to 300 frames.

-We also ran into the problem of our scene files being to bid but we have begun consolidating certain things and reducing the amout of textures files. The issue with file size only arises once the simple jpegs have been converted to "tx" Renderman format.

-we have been allocated some more sapce on the render farm to accomodate for our large scene files but we will only be given 50 render nodes.

 

 

Realism

-In order to achive some sort of realism we are using hdri for the majority of our lighting. Renderman has several ways of approaching this type of lighting:


 
Indirect lighting (Global Illumination):
Render time: 4 mins 26 secs
Occluded diffuse with Sampled specular lighting:
Render time: 5 mins 22 secs
Blurred diffuse with Sampled specular lighting:
Render time: 35 secs
Blurred diffuse with Blurred specular lighting:
Render time: 33 sec
Blurred & Occluded diffuse with Blurred specular lighting:
Render time: 1 min 3 secs


*Another building has been modeled and textured. Here is an animation.



*After speaking with professor Joe Pasquale it has been decided that the desert will be rendered in mental ray with Maya fluids for the dust. It turned out looking alot better in Mental ray than in Renderman
*One more thing. Everytime you make a render save it to the progress stills folder under the appropriate folder.

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-April 9th 2007

*Watsup guys, everything is still moving along nicely. The asset list has been updated so check it out.
*Douglas was able to cut down the render time on his shots from 10 minutes to 1 minute.
*Shots 1-7 have been completely RIBed and thanks to Doug they all have "ReachArchive" RIBBoxes attached.
* Four more buildings have been made and Five have been completely textured.



*The water tower behind which the sniper will be standing has been modeled and textured.

*We have begun dust tests on Afterburn and Maya fluids. We've found faster render times with afterburn.


*Hey guys alot of models and textures have been created and will need to be assigned to their respective locations in the project. We will meet Tuesday at 1:00pm and work thru the day making sure everything has a texture, RIBbox, shader and rib file. If Tuesday at that time is not good for you, email me @ innanoshe@yahoo.com or just facebook me.

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-April 4th 2007

*Hey guys. We are making some Good progress. We have begun placing people in charge of shots.
*The RIBit script has been updated so get the new version.
*Here are the shots assigned so far (the cameras in the scenes have the shot numbers):

Name Description Shots
Barry Exterior shots of the desert and the interior of the compartment. 1, 5
Doug Shots in the base 2-4 and 6-7
Andrew The Cave 20

*Refer to the shot list for further description of the shots.

*I am currently converting many of the models to ribs. Please check assets/asset_list.doc for a complete list of the ribs, textures,etc. of every shot.

* Please check the Project folder regularly because i will be creating text files with your name on it. It will contain comments and suggestions.

*Every time you make a render please place a copy in the Progress_stills folder under the appropriate date folder. Attach your name at the end of the file name.
eg. Progress_stills\Progress_feb_12\Lighting_shot_03_Doug.tiff
.

*Here are some lighting tests of the base from shots 2-7 that doug made.

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-April 2nd 2007

*Hey what's up guys. I just created a script that will make the creation of our Renderman RIB boxes easier. The "RIBit!!" script has been saved to the Goodnews/tools folder along with an icon. Here is the link to the script.

*If you guys would like to help with modeling and texturing rubble, buildings and trash for the town; and mechanical objects for the base then go right ahead. References are located in the goodnews/model_references folder.

*Naming convention when you edit a scene file: eg. shot_1-7_v1A would be renamed to shot_1-7_v1A(jsmith)

*Thanks to Brian Alvarez for his help in modeling a building. He will be helping more so he has been added to the team.

*Two more buildings have been completed for the city. The one on the left has been unwrapped.

=============================================================


-March 27th 2007

*Hey how are you doing guys. It is a new quarter. The last stretch of the Good news project.
*At the moment I am still fixing the animation.
*Please check the tasks list to see what still needs to be completed and check the schedule to see major deadlines
.
*Douglas Addy, Barry Kriegshauser and Andrew Williams have been added to the project.

Here is an explanation of how the directory sturcture in the goodnews folder works:


animatic: The playblasts are kept in here
concept_art: The concept art of the robots and scenes
documents: Documents like the tasks list, projectflow and contacts are kept here
Effects_test: scene files and movies of effects tests are kept here
Mocap: Motion capture data is kept in here
model_references: The references for the modelers are kept in here
models: All the maya scene files are kept in here. They include the shots and the robots
Photoshop_Brushes: Acompilation of very useful photoshop brushes
progress_stills: rendered still frames taken at different stages of the project
references: Movies and still images that will set the look for the project
Renderman_test: Contains renderman scene files test


The shots maya scenes are located under goodnews/models/Shots

base: This contains shots 1-7
town: This contains shots 8-19
cave: This contains shot 20

 

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-March 19th 2007

*All the camera angles and animation have been locked in place and the final playblast has been rendered out. Next quarter the rendering will begin with Renderman as the renderer of choice. Mental ray has some insane render times we were only able to render a single robot at a time but with Renderman and the use or premade RIBs we will be able to place more objects in a scene.

 

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-March 5th 2007

*All the motion capture has been completed. I discovered an easy way to work back and forth between Motion Builder and Maya.

 

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-February 27th 2007

*Great progress has been made on the motion capture process. I have one more segment to clean up and we will be good to go.

 

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-February 21th 2007


*A big change was made. Only the modeling and animation will be done this quarter. The camera movements will be locked down too.

 

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-February 19th 2007


*Here is a test render of the bibles that are in the Devianticle Compartment.

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-February 14th 2007

*I rendered out some lighter shots of the Hangar.

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-February 12th 2007

*Here are some screenshots of the Cloud tests.


*Here are some road texture and base tests.

 

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-February 7th 2007

*I am currently working on the desert textures and cloud test.
*I am also working on the animatic.

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-February 5th 2007

*I have not updated in a while but a great deal of progress has been made. The hangar is completed. Just a few touch ups here and there.



*I was able to create some desert terrain using geofrac.
*I was able to produce decent mocap on the robot with the mocap skills of jameson.
*The quarters outside the hangar have been textured.


*The arms of the chargers have been rigged and are ready to animate.
*I have also made various tests of the desert terrain and shader.



*Bryan suggested making a logo for the bad guys. I will design the logo.
*I have also begun making a better animatic with the actual shot timing.

 

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-January 24th 2007

*There has been a major change to the project. The Tate and the Chochi will not be small anymore. that will be just as large as the three main characters. They will be outside the Hangar. Please Check the Task list and Schedule. New tasks have been laid out. If you would like to help with any, email me.

 

Work on shot 3 begins today.

Here is a shot of the completed Charging station with the J. The color has been changed though.

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-January 21st 2007

*Utilising the skill of terragen I have been able to generate the desert terrain.
*
Yesterday we were in the Motion capture room and we have a mocap man and a time slot. We will be caputuring on Monday @ 4:30 and maybe Wednesday too.
*The hangar is comming along well. If any of you guys want to help add little things here and there to the hangar email me.

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-January 18th 2007

*Hey guys. A new schedule has been fleshed out. Click on the left nav bar to access it. Also check out the project flow diagram. The Tasks list will contain tasks for each member. References are also now available online.

Work on Shot 2 will begin on friday 19th Jan and end on Tuesday 23rd Jan. I will be at montgomery almost every night in room 112. Texturing for the Chochi is due on Sunday Jan 21st and Modeling for the Devianticle is due Tuesday Jan 23rd. Mocap will begin friday once we can get the room.

The texturing of the Leviathan and J has been completed and the modeling of the Hangar has begun.

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-January 11th 2007

*Christian Dale Tria is the man. We now have the concept for the last robot, the devianticle. Here it is:

*We also got one from Winfred. Here it is:

*The J has been completely UV-ed.

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-January 09th 2007

Happy new year

*The modeling of the J has been completed.

 

*Modeling of the city has begun too :

 

*The timeline has been changed to better suit contraints of my Studio1 class.

*This Quarter about half the project will be completed.

*The Leviathan will be completed this week.

*The Tate is about done, I believe.

*The Chochi should be done soon.

 

Here is the progress on the models :

 

Tate by Zabu


 

Onya by Inna

 

Leviathan by Bryan

 

Chochi by Patrick

 

 

*I will update this page with what exactly will be done this quarter.

 

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-November 13th 2006

Hey wazap guys?

*The modeling and texturing of the Onya bot is finally completed. Please let's hurry up on the models guys.

*We will have a final meeting before the end of the quarter. please email me back if the time is not suitable.

*Finally, anyone willing to undertake the Hond? Here she is:

e-mail me back if you want to model it.

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-November 4th 2006

yo

We had a meeting and only Annee and I showed up. Please email me to tell me if you cannot make it. Well the animatic has been revised and re-edited. Sound should be added. The models need to be done soon too.

Peace

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-October 30th 2006

Wazap guys?

Good to see progress on the models. Awesome job Patrick and Bryan. We might have a new concept artist added to the team for a design of the devianticle and architectural drawings. The Good News Team meeting is just around the corner too so let's hope that goes well.

Peace and enjoy your quarter.

 

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-October 23rd 2007

Intro

What's up guys?

Hope your quarter is going great. This site will be the base for communicating updates

as it relates to the project. Space has been reserved on the VSFX monty server. You all should have access to it.

If you dont send me an e-mail at innanoshe@yahoo.com and I will get you access.

 

Models

So far we have the necessities of the concept art done thanks to Christian. We are still working on some more.

As of now we need 3 models done. These models can be found on the server at goodnews > documents > robots_extras.doc.

The references will be found in the models references folder. When you are done modeling, render a still of 218 x 218 of your model

and paste it in the robots_extra document and paste a copy of the model in the models folder.

 

Schedule and timeline

The schedule and timeline of when sections of the project need to be completed by are located in the documents folder on the Good News server.

 

Meeting

A meeting will be held soon either at Montgomery or at Weston. Will will pick a day that will be suitable for everyone.

 

I hope that this project will be great. If you haven't read the plot yet please do and please keep in touch.

here is the link to the Good News site: http://www.inchiology.3dk.org/Projects/Good_News/good_news.html