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Pyke
06-12-2009, 07:11 AM
Christopher Bischoff is entered in the "Secret Agent" update: View Challenge Page (http://features.cgsociety.org/challenge/secret_agent/view_entries.php?challenger=17623)

Latest Update: Work In Progress: Environment Test.
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1248166688_medium.jpg (http://forums.cgsociety.org/showthread.php?p=5994725#post5994725)

Pyke
06-12-2009, 07:14 AM
Got a few ideas, but wont be able to really get cracking on this for a few days.

Good luck to all!

fgdf
06-12-2009, 11:36 AM
Nice to see you around buddy! good luck!

Pyke
06-16-2009, 05:52 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245174766_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245174766_medium.jpg)

After doing some soul searching for a story that will stand out among the other pieces, and also one that I know will challenge and push me, Ive decided to set my spy story in Ancient Egypt. Egypt was constantly at war with other cultures, and I have no doubt that espionage did infact exist in those times. I have a basic storyline, and im working on the boards that ill post up soon-but till then, I thought I'd kickstart the thread a little!

Going to start off with some pretty basic shots of the main character. Nothing to exciting. My scanner is down here, but tomorrow Ill post up the concept drawings for him. ;)

Pyke
06-16-2009, 05:53 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245174796_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245174796_medium.jpg)

shot 2

Pyke
06-16-2009, 05:53 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245174815_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245174815_medium.jpg)

shot 3

Pyke
06-16-2009, 05:56 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245174973_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245174973_medium.jpg)

Of course, the best part of any spy story is the gadgets! Setting this in Ancient Egypt has some really cool opportunitys to play around with some awesome machinery! Of course, most of this is completely baseless, and pretty much follows the 'rule of cool'.

The WCD (Wall climbing device) attaches to our spy's gauntlets, and allows him to scale the huge temple walls. They can also be used as a weapon in close quarter combat.

Pyke
06-16-2009, 05:58 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245175119_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245175119_medium.jpg)

Next in the bag of tricks is the folding arm bow. It folds in and out of his gauntlet, and allows him to fire weapons, grapling hooks, pretty much anything he may need. Im going to have to make it fold up a little smaller than it does now, but this was dont to figure out how it could work. I did the design on paper, but its just easier to figure out the mechanics in 3D.

On a side note, if anyone has any idea how to rig the strings, or the strings of a bow and arrow, I would be ever to grateful!

YuriyXXX
06-16-2009, 06:04 PM
very fast progress, cool gadgets so far.

antone-m
06-16-2009, 07:35 PM
nice work so far :beer: ......the folding arm bow idea rocks hehehe keep going :wip:

opentarget
06-17-2009, 08:44 AM
looks cool! green arrow eat your heart out!

Pyke
06-17-2009, 10:17 AM
Hey guys,

Thanks for the great comments! I've been playing around with cloth sims, and I'm fairly confident I can make this quite a dynamic character!

As for the arm bow, the idea comes from STRANGERS WRATH (Even the layout of the bow is similar), but Im going to make it alot more compact, so that it can be hidden more easily.

Oh-and I have two names for my spy...perhaps you guys can help me choose. SEFU, which means SWORD, or SHU, which means AIR. His name wont be directly linked to the story, but giving a character a name always helps me when modeling and creating a personality for them.

Pyke
06-18-2009, 06:12 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245305557_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245305557_medium.jpg)

Trying to get a handle on rigging and cloth simulation. Still a first grade effort, but its getting there! The final will (hopefully) have another layer of cloth on top of this one...something lighter.

I did do a few other more rigorous tests with the rig, but there are some MAJOR weighting issues with the crotch area. I was hoping the cloth would cover up the glitches, but when he does a spin kick, the cloth flies up and shows off his delicates-which right now look like a cat mauled them. Ill fix it up, and put some underwear on him before I continue!

HIT THE LINK FOR THE VIDEO! +- 7 megs. (http://www.mediafire.com/download.php?jkgtnjytwyd)

Staszek
06-18-2009, 09:58 AM
NIC RIGG! espectialy the arms area . can you show us a bit more from rigg process?

Is this animation from mocap ?

ivanisavich
06-18-2009, 10:29 AM
Wow man this is really coming along!! I need to get my act together :eek:

Pyke
06-18-2009, 12:15 PM
Staszek

Thanks man. Ill take some screen caps of the rig when I get home. Otherwise, its pretty standard. I've done two versions, one using Character Studio, and another using my own controllers, but using the BIPED base, as it keeps all its heirachy. The Character Studio one is to load on any mocap, and the custom one is to do any custom movement (keyframing custom movement in CS is just horrible).

The skinning process was done using the SKIN modifier, and the weights hand painted. One thing I learned is that you can paint weights on a character with its movement applied...so I did some basic weighting, loaded up a mocap file of him going apeshit (to try and push the rig to its constraints), and whenever the weights were incorrect I lessened or increased them as needed.
Thats probably basic knowledge to a rigger, but to someone learning it was an awesome find!

And yeah-its a mocap walk. My final film will be using key framing and mocap. ;)

ivanisavich

Thanks man! These are all the tests, but I figured last time I had a good story that I couldn't technically pull off, so this time I'm working backwards, and making sure that I have the ability to technically tell the story I want to tell.

I'm really looking forward to your entry! Its just sad that you aren't eligible for prizes. ;/

ximage
06-18-2009, 04:25 PM
hey dude

nice work so far, cloth looks cool. im gonna be looking to use cloth in my entry aswell, on the coat of the main agent! did you use syflex? never done it b4, should be a good learnign curve, heard its a pain though.

also with the mocap? where you getting them from? i found a free database not so long ago, cant remember the address though.

keep up the good work :)

Daniel

Pyke
06-18-2009, 08:23 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245356580_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245356580_medium.jpg)

I like to work with building blocks. Here are some details that Ill use to add in detail to the characters. Colourwise, Ill probably go with gold, but the silver just kinda looked cool!

If you take a look at the next image, you will see how I take some of these elements to create small details. All in all these took about 15 minutes to make...

Pyke
06-18-2009, 08:25 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245356718_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245356718_medium.jpg)

Here is the gauntlet. You can see the filigree work on it is just one of the detail panels from above wrapped around a simple cylinder that was transformed around the arm.

The scarab beetle forms the central part of the bow, and it splits apart when an arrow is loaded.

Pyke
06-18-2009, 08:26 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245356771_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245356771_medium.jpg)

And the open bow. Im still trying to figure out how to rig the strings that will pull the bow open and fire the arrow.

Pyke
06-19-2009, 06:10 AM
hey dude

nice work so far, cloth looks cool. im gonna be looking to use cloth in my entry aswell, on the coat of the main agent! did you use syflex? never done it b4, should be a good learnign curve, heard its a pain though.

also with the mocap? where you getting them from? i found a free database not so long ago, cant remember the address though.

keep up the good work :)

Daniel

Hey Daniel. Thanks man. :D The cloth is done using bones to drive the top parts with the thigh's, and MAX's built in CLOTH system for the rest of it. Its actually pretty simple to use...just set up your cloth, your collision objects, where it attaches to a surface to stop it from falling off, and simulate. The simulation is also pretty quick. About 2 minutes for 200 frames. Granted, this is a pretty basic cloth sim, but it works!

There is free mocap all over the interwebs. http://mocap.cs.cmu.edu/

http://freemotionfiles.blogspot.com/

But just type in FREE MOCAP into google and you'll find a few gems. :D

adib
06-19-2009, 09:58 AM
Nice progress man.You do a great job as allways!

Nixie
06-19-2009, 11:27 AM
Looking good man, really racing ahead!

looking forward to see more!

jonthu
06-19-2009, 09:16 PM
Egyptian spies rules!
I'm voting for SHU cause it sounds more spy-like (sounds also like one particular footwear).
Also where does he keep all his arrows? Or is it a one-shot bow type of deal?

Now where is my cookie? :curious:

antone-m
06-20-2009, 06:58 AM
Amazing updates :beer: ...........keep going :wip: we want more :drool:
Egyptian spies rules!


lol Thanks Friend :cool: hehehe

Pyke
06-20-2009, 10:43 PM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245537776_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245537776_medium.jpg)

Shu.

Here is the final version of my main character, Shu. He is fully rigged, textured, and generally looking rather spiffy! If anyone can see any glaring issues, please let me know.

As for where his arrows are kept, on his back is a quiver of sorts. Its attached to the belt around his waist, and is small enough to be concealed under a cloak without raising to much suspicion.

Comments and crit always welcome!

juhada
06-20-2009, 11:15 PM
You sure know what you're doing. I admire the way you go into such detail at such an early phase.

cheers!

ximage
06-21-2009, 08:15 AM
hey Pyke.

looking good. liking the small details on the weapons and such, just make sure you get some good close ups to show em off.

on the characters though, i know the anatomy isnt perfect, but i dont think your going for hyper-real anyways, but the biggest bit that sticks out to me is the trapezium muscles, they just look a bit to big.

keep going dude.

Daniel :)

Pyke
06-21-2009, 11:55 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245585299_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245585299_medium.jpg)

Just a little tease of the upcoming animatic, to show off the sense of scale Im going for in some of the shots. These are from the prologue, which sets up the story of why Shu is doing what he is doing...

Ill have the full one complete by the end of the week. Something I learned in the last challenge was that a good animatic is the worth its weight!

Pyke
06-21-2009, 11:57 AM
hey Pyke.

looking good. liking the small details on the weapons and such, just make sure you get some good close ups to show em off.

on the characters though, i know the anatomy isnt perfect, but i dont think your going for hyper-real anyways, but the biggest bit that sticks out to me is the trapezium muscles, they just look a bit to big.

keep going dude.

Daniel :)

Hey man-thanks! Yeah-i agree that the trapezium muscles are sticking out a bit. I think its a weighting and skinning issue, as it looks ok with he is T-Posed. Ill take another look at them when I get home from work...

juhada, thanks for the comment man. The details are the most fun part for me! Im working on the entire story at the same time tho, so its a nice mix to plan huge city shots, and then model an arrow head. :D

Pyke
06-21-2009, 11:59 AM
Also where does he keep all his arrows? Or is it a one-shot bow type of deal?

Now where is my cookie? :curious:

Its more of a 'multi functional' tool. The arrows are stored in a small quiver on the back of his belt, and have many different functions. Poison, explosive, one that attaches to a grappling hook... :D

The cookie is in the mail!

ShawrtMan
06-21-2009, 01:44 PM
wtf, b. Dis man is like Altair [Assassin's Creed]. sickkkkkkk


props :wip:

ivanisavich
06-21-2009, 03:57 PM
Duuuude....that's some massive scale you've got going on there! :eek:

How's the scene to work with? Is it really slow? How do you plan to animate the crowds?

KOryH
06-21-2009, 06:17 PM
I love the ancient Egypt idea.
very cool stuff.

Pyke
06-22-2009, 06:30 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245652223_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1245652223_medium.jpg)

An R&D test to see how many characters I can comfortably have on screen at once. Here we have 3500. They are animated with a simple run cycle, with some being slightly faster than the others, and with random starting points.
The guys that are falling are supposed to be being hit by arrows....but I haven't tracked any arrows in. To do that tho, I have 2 different guys being hit by arrows...ARROW MAN 1 and ARROW MAN 2. To add in the arrows, its a case of working backwards....animating an arrow along a path, making sure the path ends when the man falls, and then placing them by each ARROW MAN. Only having two here is easy, but in the final shot it'll get more complex. I would want the entire front row of guys for instance, getting taken down with a volley of arrows, while the guys that weren't hit run over the bodies.

This still needs horses, chariots, and more detailed soldiers (shields, weapons, different clothing), but like I said-this was a test to see if I could actually do it.

Im sure with proxies I can even double the size of the army quite comfortably, and even then, doing a few different layers would make it possible to have even more men.

The PROLOGUE can very easily be sliced out of the short-but I really want it in...I just think it will be kinda awesome. :D

HIT THE LINK FOR THE AMIMATION! +- 7 Megs (http://www.mediafire.com/download.php?3fnitzwzzgt)

Pyke
06-22-2009, 06:41 AM
wtf, b. Dis man is like Altair [Assassin's Creed]. sickkkkkkk


props :wip:

Hey man, Thanks! Altair was definitely a source of inspiration. I'm glad there are parallels between them. :D

Duuuude....that's some massive scale you've got going on there! :eek:

How's the scene to work with? Is it really slow? How do you plan to animate the crowds?

The scene is surprisingly stable. The biggest thing isn't the geometry, but rather loading the POINT CACHE systems for all the little dudes.

Animation wise, I'm not going to be going the route of MASSIVE (action, reaction, action), but rather just have a couple of interactions, and hope that the scale stops people from noticing. :D In the above example, I have 1 run cycle, slowed down and sped up for 2 characters, and then of those, 10 of them have random frame starting times.
The guys being shot are also there, although like I said, there are no arrows tracked in.

For the final, with all the little extras, I'm going to animate groups of things....like I want to have a man on horse back, and have him accidently trample on one or two little dudes. That would just be a self contained 'pod' of guys that I would litter within the main groups. I think that the trick is to have an overall 'wash' of guys running, and then break down the pods into sections that are easy to handle.
Also to not stress about clipping errors between the guys. I'm pretty certain there are about 200 guys here running through each other, but at this scale you don't really see it.

Having the fog also helps. Not only does it look like sand getting kicked up in the desert, but it also helps give a sense of depth and scale.

I love the ancient Egypt idea.
very cool stuff.

Thanks mate! I must say I LOVE your entry. The style is just all kinds of awesome! :D

Staszek
06-22-2009, 10:34 AM
This will be realy cool shot when you finish.wow.
Fog gives feeling of distance but yours its very intensive like sand storm a bit. Cool.
Xref object will help for sure. Also you can try to make smaller groups and compose them in postproduction.

Greate job.

Keep it up,

rworsl
06-22-2009, 12:49 PM
wow, that's stunning work in such a short time! My only thoughts are that the timing on some of the guys needs to be shifted about.They are all being hit at exactly the same moment regardless of where they are.

adib
06-22-2009, 01:57 PM
VERY NICE SHOT! Also like Staszek said,you should make more frome compositing,different acting and groups movement.

Best to you!:thumbsup:

Pyke
06-22-2009, 03:03 PM
Staszek,

The final layout of the shot will be quite different...this was a proof of concept to see if I could actually do something of this scale without my computer hating me, swearing at me, and storming off. :D

Like you suggested, ill probably have to do a lot of composition in the final shot. Also means I can get more detail into the little dudes....

Ill try to lessen the fog if I can get more guys in the distance. I do want to have it feel like lots of sand tho, even to the point of having the guys kicking up sand as they run. As to how I would do that....well, thats what the R&D is for!

rworsl

Thanks man! Yeah-the guys getting shot will need to be a little better organised. Also they need some different falling animations. I wanna have quite a bit of detail going on in the large battle scenes.

adib,

Thanks for commenting mate! :D

Cobster
06-22-2009, 03:11 PM
Fast, original and beautiful work :applause: My only crit would be the weave on the character's skirt, it looks a bit big. Looking forward to seeing more.

ChrisBore
06-22-2009, 08:14 PM
Wowzers!!

Awesome work man.. the scale of it is epic, looking forward to seeing this move along.

chris

PhilipMelancon
06-22-2009, 11:47 PM
you have WAYYYYYYYYY too much free time on your hands :eek: As a proof of concept, the crowd sim looks really promising, can't wait to see the final thing!

Pyke
06-23-2009, 10:26 AM
Thanks guys! Ill be posting some new stuff soon, and hopefully get the animatic up as well. My brother made a very interesting observation, that the guys running looks like a slave revolt...so I'm reworking my story to include that as an element. :)

Cobster,

Im going to be adjusting the weave on the skirt per shot. I really wanna make sure you 'feel' the fabric, so itll have to be different in the different lighting setups. But it may be a little heavy in the previous renders!

rawgon
06-23-2009, 12:25 PM
Wow! those egypcian gods statues shots look poetic!

Great stuf!

Pyke
06-24-2009, 08:47 AM
Thanks so much man!

I must I love your style of painting....I definitely want to try and 'mimic' your colour palette (slightly pastel).

More coming soon guys. Just hold your breath! ;D

melkao
06-24-2009, 10:47 PM
ooooo thats nice...a mix between prince of persia and assasins creed...nice concept.:love:

polypic
06-25-2009, 10:32 AM
WoW that`s awesome
great scene
u said u r scene is surprisingly stable
how much poly per character ?
did u do any special edit in the point cach mod ?

great work waiting for the next
by the way i`m Egyptian :bounce:

thanx

Pyke
06-25-2009, 11:18 AM
WoW that`s awesome
great scene
u said u r scene is surprisingly stable
how much poly per character ?
did u do any special edit in the point cach mod ?

great work waiting for the next
by the way i`m Egyptian :bounce:

thanx

Im not sure off hand how many polys per character-but they are VERY low res. I even took out the faces under their feet. MAX can handle quite large scenes at render time-but not that many animated things when you are actually working in the scene. It was dumping out when I was cloning objects with the point cache mod, but what I did was disable the modifier in the stack, cloned the objects, and turned it back on once it was cloned. Its a little backwards, but it did stop crashing.
Otherwise, the point cache mod works great just out the box. :)

When I do the 'proper' scene, ill write up a step by step guide to how I did it if you guys want. I've already started the new low res models of the different soldiers. Ill have something up as soon as possible.

Im trying to figure out how to get them to run over hills. I can do the big crowd scenes on a flat plane easily enough-but hills!

I want to visit Egypt some day! Hopefully soon. :D

ooooo thats nice...a mix between prince of persia and assasins creed...nice concept.:love:

Thanks man! I'm actually thinking of giving him a gauntlet like the princes in POP-although I've gotta think how he would hide it when trying to blend in with the crowd! (being a secret agent and all).

----------------------------

My current R&D tests are to see how much action I can get into the animation. I'm using a mix of key framed stuff, and mocap. I definitely want him to be a very acrobatic character-and that provides some massive issues with the cloth!

I'm toying with the idea of some 300 style editing (very fast movement, cutting to slow motion, and then back to fast-because no action movie is complete without slow motion!

Timmay
06-25-2009, 04:31 PM
You seem to have a pretty epic feel going on. Hope you can finish in time to submit.

Good luck!

tbubb1
06-25-2009, 07:06 PM
This is such a unique idea, and it looks like you're executing it so well!
I can't wait to see the animatic. I'm genuinely excited to see your completed piece.
Great job thus far!

Pyke
06-26-2009, 07:41 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246002086_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246002086_medium.jpg)

Hey guys,

Here is the first 40 seconds or so of the animatic. Its still very WIP, and needs lots of work. I'm thinking it needs more establishing shots of the temple and the army.

These shots will be preceded by a prologue explaining whats going on. The prologue will be written with hieroglyphics, and will have a voice over...

I dont wanna give away to much of the story now tho. :D

Also here is an animation test. Im trying to get that 'Prince of Persia' feel to the action, with it having moments of sneaking and being stealth, but where the action is very fast. Not quite shakey-cam...but almost there.

This is just a test to see if I can get the feel I want. Ive given myself a month for R&D and Previs, so Im on track here. ;)

Comments and Crit always welcome!

PS-Music is just temp. I like putting music into the shots, just cos it adds another layer to the pacing.

ANIMATION TEST (http://www.mediafire.com/download.php?n1ozbmmzzno)

ANIMATIC (http://www.mediafire.com/download.php?cnyjnotn2jh)

Pyke
06-26-2009, 07:45 AM
You seem to have a pretty epic feel going on. Hope you can finish in time to submit.

Good luck!

Thanks man. So do I! Im trying to incorporate as many techniques as possible into this project. Matte Painting, some live action (got a cameo of my bearded dragon in here!), mocap, key framed animation, Shakey Cam.....this is why I love the challenges. I get to mess around with cool stuff!

This is such a unique idea, and it looks like you're executing it so well!
I can't wait to see the animatic. I'm genuinely excited to see your completed piece.
Great job thus far!

Hey man! Thanks! I just hope I don't disappoint. :D

pierzak
06-26-2009, 11:04 AM
Interesting preview, but you haven't animated those characters, did you? :curious:

Pyke
06-26-2009, 11:20 AM
Hey man. Its mostly mocap with some keyframing to get things right-but I'm a pretty horrible animator, so I'm using what I can to get the job done! Its all a learning process for me. :D When I do the actual shots I want to try and hand animate as much as possible-but like I said, I'm a horrid animator!

pierzak
06-26-2009, 11:37 AM
I know what you mean.
Animation is a difficult art to master.
Good luck.

Staszek
06-26-2009, 11:43 AM
Nice animation test. I like this start shot with sneaking. Beginning of this shot is realy very good. I like camera work espetialy. Ending of this shot is ok..but maybe this turn before kick is uncececary, maybe something more smooth after previous move could look better. Just sugestion - i dont think about quality of animation of course - i know this is animatica and its temporary and fair great!

In animatica shots some things are too slow (like for my eye) . Shot where the main character stands and watching for sure is. Rest like you sad need more work . Try to speed up some things.

In overall your doing great work.

DerrickG
06-27-2009, 11:24 AM
It's looking great... It has a nice Assassins creed feel about it..

Overall I'm looking forward to your final output. :)

melkao
06-27-2009, 01:58 PM
curious man!....but...can you use mocap files?...i though that all the work have to be yours.

visionmaster2
06-27-2009, 07:45 PM
melkao "curious man!....but...can you use mocap files?...i though that all the work have to be yours."

i don't think it's a problem in this case.



.

Pyke
06-29-2009, 08:48 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246265300_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246265300_medium.jpg)

Here is the final SHU. I re-rigged him to work with the more acrobatic moves he has to do. It did require widening his shoulders slightly to avoid clipping-but I think its a nice compromise.

His cross bow also works (rig wise), so I can open and close it pretty quickly.

THe sword provides some issues when he does somersaults and such, so ill probably have to keyframe it to stop it from slicing his arm off every time he bends. ;) Otherwise, its a reactor sim with it hanging by his side.

Ill upload some closeups of the details aswell.

Pyke
06-29-2009, 09:10 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246266598_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246266598_medium.jpg)

Detail of his arm bow. You can also see the curved knives around his waist, curved so that they are easy to hide.

Pyke
06-29-2009, 09:10 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246266636_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246266636_medium.jpg)

More detail.

Pyke
06-29-2009, 09:12 AM
Hey guys,

Ill reply to all the comments and questions in a bit. Just gotta go do the doctor thing. :D Wish me luck!

Pyke
06-29-2009, 02:03 PM
Nice animation test. I like this start shot with sneaking. Beginning of this shot is realy very good. I like camera work espetialy. Ending of this shot is ok..but maybe this turn before kick is uncececary, maybe something more smooth after previous move could look better. Just sugestion - i dont think about quality of animation of course - i know this is animatica and its temporary and fair great!

In animatica shots some things are too slow (like for my eye) . Shot where the main character stands and watching for sure is. Rest like you sad need more work . Try to speed up some things.

In overall your doing great work.

Thanks for the crit man! I really appreciate it.

Yeah-that animation test is a little 'flamboyant'. I've been watching action movies, and they tend to not show full motions...like they don't show the arm moving back for the punch, but just the punch. I think that there are a few to many parcour moments in the test alone! Ill try to cut them down for the action scenes.

I've sped up the animatic substantially. I bought The Mummy series to see how they do their big battles, and have reedited the shots quite a bit to sit in with those battles in terms of pacing.
That first shot is quite long...I suppose its the artist in me! I don't want that much effort to go to waste in a 2 second shot! I've sped it up, but I think it must still be faster. Ill update the thread with a revised animatic soon, and you can tell me what you think. :D

It's looking great... It has a nice Assassins creed feel about it..

Overall I'm looking forward to your final output. :)

Thanks mate! Altair is just full of awesome, so if I can get some of that 'cool' across Ill be a happy man!

curious man!....but...can you use mocap files?...i though that all the work have to be yours.

I don't think using mocap is an issue. Its the same as using downloadable textures. Aslong as you give you sources, its all good. :D

melkao "curious man!....but...can you use mocap files?...i though that all the work have to be yours."

i don't think it's a problem in this case.


Marc you legend you! Are you entering this time around? I hope so man...your steampunk kicked serious ass.

---------------------------

K guys-project update! Ive modeled and rigged a generic 'Guy' that will serve as the base character for most of the additional dudes. Just need to do a woman as well.

The main soldier for the battles are almost complete, but I want to work out the battles quite a bit more before I start doing anything concrete.
On that note, the previs will be done soon, and uploaded for your collective perusal. ;)

Above you can see the updated model of SHU. He is fully rigged, as well as all his contraptions. His sword is proving to be a bit of a mission, and I may loose it altogether if I cant make it stop slicing off limbs when he runs.

The bad guys will have swords tho...its easier to have them hold a sword than it is to have them limply by their side!

C&C always wanted and welcome!

-c-

Pyke
06-30-2009, 07:31 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246347069_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246347069_medium.jpg)

!!DOWNLOAD ME!! (http://www.mediafire.com/download.php?indumynm4tj)

An update of the Animatic.

The free armies of Horus have come to strike the impenetrable temple of Set.
While the armies fight below, Shu, servant of Horus, is sneaking in from the watch tower on the mountain behind the temple. His mission is to.....well, you'll have to wait for the rest to follow. :)

The prologue explaining whats what will be before this. I'm trying to think of a visually dynamic way of getting across the info...any ideas?

C&C wanted and always welcome!

-c-

Pangloss
07-01-2009, 07:30 AM
Good ideas, attention to detail, ambition...
It's just a great work and your WIP is very interesting
Good luck for the challenge !:)

ChrRambow
07-01-2009, 09:49 AM
fantastic start. I really like all the details.

melkao
07-01-2009, 04:29 PM
nice progres...the character is looking good....where did you get this idea?

Pyke
07-02-2009, 08:27 AM
Hey guys,

Thanks for all the comments. I have a new previs, but Im gonna wait till I have a little more to show before I update the thread. :)

Melkao, I've wanted to do an 'Assassins Creed' style animation for a while-this challenge seemed like a good place to try it out! As for the Egyptian setting, that was my brothers idea.

The rest of the stuff pretty much just fell into place from watching Lord of The Rings again. Gotta love massive battles!

I also use these challenges to try different things I don't get to do in my day to day work, but also as a form of R&D for work. After doing a battle scene with 10 000 soldiers, I think that crowd scenes in my Archviz work should be easy!

melkao
07-02-2009, 04:29 PM
yes...that was what i think!...is a cool concept and nice mix...assasinīs creed and LOTR...i canīt wait to see how this one will look at the end!

Richard3d
07-03-2009, 03:11 PM
Hey man, You have some really nice stuff going on here. Love the grand scale of it all. I think it's important to focus on the few key close up shots as well, it will accentuate the contrast between the agent and the masses in the battle. Really nice work though, keep up the good work.

Pyke
07-05-2009, 08:31 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246782686_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1246782686_medium.jpg)

Trying to get a look and feel, and just general testing.

Oh-and the completed base model of the gaurds. The other gaurds will be variations on this dude. (texture, shape, armour, etc etc etc) ;)

redCigarette
07-05-2009, 09:10 AM
Pyke,
Nice mood you are aiming for. The blood is looking good too.
Besides, is it the final texture for cloth? Looks like more scope for textures there. :)

Pyke
07-05-2009, 02:27 PM
Hey man, You have some really nice stuff going on here. Love the grand scale of it all. I think it's important to focus on the few key close up shots as well, it will accentuate the contrast between the agent and the masses in the battle. Really nice work though, keep up the good work.

Thanks man! Yeah-I definitely wanna have some closup, more intimate shots of him doing his 'spy' thing.
If you take a look at the new previz, you can see what Ive done with the shots....I'd love to know what you think. :D

Pyke,
Nice mood you are aiming for. The blood is looking good too.
Besides, is it the final texture for cloth? Looks like more scope for textures there. :)

Hey man-na-that cloth is definitely not the final texture. ;) This is a base model for the soldiers....the different soldiers throughout will have different texture on the cloth to differentiate them.

I'm still deciding on a colour scheme tho, and a lighting scheme. Obviously, if I set it at night (which is what I'm leaning towards), I need to use lighter colours on the 'henchmen' to stop them from getting lost in the shadows.

-----------------------

DOWNLOAD ME! Previz Act 1 and Act 2 (http://www.mediafire.com/download.php?kjmjrz1yxxw) +- 20 megs

Here is the 'almost' final previs up to act 2. Going to keep act 3 a secret till the final-else you guys wont need a reason to watch! :D
I'm not happy with the sequence that happens from 1:42 to 1:52, so need to brush up on it.

C&C always welcome and wanted!

borisignjatovic
07-05-2009, 03:34 PM
Wow, very impresive. Good luck, m8.

redCigarette
07-05-2009, 09:30 PM
haha I see. Just finished looking at the Pr-Viz. It's working well. I do I agree with one of the previous posts that it will really add greater value to the war shots if you have a few close ups. Glad you have added a few here.

Also when the armies are lining up, the camera is completely static, and that kind of breaks the momentum after the grand opening (just IMO). Maybe a hand-held feel might add to the drama. The rope sequence is working really well.

So your trailer is set at night time? I think a 'red dawn' may suit the war shots even more :D

Pyke
07-06-2009, 08:02 AM
haha I see. Just finished looking at the Pr-Viz. It's working well. I do I agree with one of the previous posts that it will really add greater value to the war shots if you have a few close ups. Glad you have added a few here.

Also when the armies are lining up, the camera is completely static, and that kind of breaks the momentum after the grand opening (just IMO). Maybe a hand-held feel might add to the drama. The rope sequence is working really well.

So your trailer is set at night time? I think a 'red dawn' may suit the war shots even more :D

First, thanks for the comments! I really appreciate you taking the time to take a look at the previz!
I've semi-locked off the camera in those scenes because the backgrounds are going to be virtually 100% mattes. Ill add in some shake tho, and perhaps a slight pan to them with camera projection, but cant move the camera that much. I was even thinking of a way to do the opening scene with the pull back as a matte, so the movement would be substantially 'less'. Ill have to figure out just how much I can get away with when I start working on the actual shots tho.

With the lighting, I'm really trying to find a nice feel. Its very difficult to find something I'm completely happy with!
The nice thing is that because of the design of the buildings and the shots, I can get away with using 1 lighting rig, with slight modifications per shot...but its just finding a successful lighting rig that works! I think what ill do once the previs is done, is complete one scene 100% for use as a benchmark, and play around with different settings there.

Definitely looking at DIGIC as a lighting reference. Their stuff is beautiful and soft, something that works fantastically when contrasted against the fast cuts and camera moves (and of course, violence).

Lasphere
07-06-2009, 02:45 PM
Looks pretty cool!

- and you owe me an cookie.. ;)

CGIsrael
07-13-2009, 09:56 PM
Man, this is full of good taste, I love the gadgets and I see a lot of job in the shots with the "people", the only thing doesn't like too much is the opening and the camera, is too static in the first shots and also the panoramic is not wide enough, cannot se well the environment where we are, but well, that is my point, the animation of people is great and this film will be F****** AWESOME.

Israel

saeDubai
07-14-2009, 06:36 AM
Great scope and very very solid work so far. http://forums.cgsociety.org/images/icons/icon13.gif

It does seem a tad long though, and I believe there's another act to follow? I'd recommend trimming it down quite a bit; especially the introduction, but anything that seems like it isn't really adding much to the overall flow.

I'm very impressed with the agent's concept and the stuff you're having him do. Will be sure to keep up with your work.

Best regards, Varun

fgdf
07-14-2009, 11:27 AM
Hello Christopher!
Nice progress and another epic looking project.
I'm just gonna get to the point and say what i don't like about your last video.
It's mainly 2 elements - camera work and narration
I think 1st shot is needless. Whole sequence of 3 shots introducing the scene could be edited into one but more dynamic. Unit redeployment scene looks dull without camera motion, you should avoid series of static camera shots especially in action sequence. It heppens few times more ahead.
When it comes to narration there isn't realy much of it. You have to many new locations & it's introduction shots (learned this mistake myselfe from my last movie). They are too similiar in length so it's lacking dynamics so it's looking very chaotic.

These are my findings. I hope it can help you improve your movie
Good luck!
_BB

Pyke
07-15-2009, 08:17 AM
Looks pretty cool!

- and you owe me an cookie.. ;)

Thanks mate! The cookie is in the mail... :D

Man, this is full of good taste, I love the gadgets and I see a lot of job in the shots with the "people", the only thing doesn't like too much is the opening and the camera, is too static in the first shots and also the panoramic is not wide enough, cannot se well the environment where we are, but well, that is my point, the animation of people is great and this film will be F****** AWESOME.

Israel

Thanks for the reply man.
I've reworked the previz as per your guys suggestions, and cut out all the superfluous 'fluff'.
I've also added in some subtle camera movement to the shots, just using a zoom. The actual shots will have a proper 3d camera move tho. I think that it does keep the action moving, even if its just slight.
I don't wanna move the camera TO much, because the major battle scene backgrounds are going to be mattes...

Great scope and very very solid work so far. http://forums.cgsociety.org/images/icons/icon13.gif

It does seem a tad long though, and I believe there's another act to follow? I'd recommend trimming it down quite a bit; especially the introduction, but anything that seems like it isn't really adding much to the overall flow.

I'm very impressed with the agent's concept and the stuff you're having him do. Will be sure to keep up with your work.

Best regards, Varun

I have trimmed almost a minute out of the full film. Its coming in at 3:20, but those 20 seconds are mainly credits and a blackout in the intro.
Ive reworded the openings like I said above. I think it definitely works alot better now!

Hello Christopher!
Nice progress and another epic looking project.
I'm just gonna get to the point and say what i don't like about your last video.
It's mainly 2 elements - camera work and narration
I think 1st shot is needless. Whole sequence of 3 shots introducing the scene could be edited into one but more dynamic. Unit redeployment scene looks dull without camera motion, you should avoid series of static camera shots especially in action sequence. It heppens few times more ahead.
When it comes to narration there isn't realy much of it. You have to many new locations & it's introduction shots (learned this mistake myselfe from my last movie). They are too similiar in length so it's lacking dynamics so it's looking very chaotic.

These are my findings. I hope it can help you improve your movie
Good luck!
_BB[/url]

Bartosz! Thanks for the crit! I've trimmed the fat in general in the video, and tried to speed up the entire short. Ive also tried to make one scene flow a little better into the next, as well as added some movement to the static cameras. This movement is just zooming etc in the view, but the final shots will have actual 3D camera movement.

I hope you take a look at the latest animatic, and give me some more pointers. :D

-----------------------------------

[URL=http://www.mediafire.com/download.php?ho4mnwoimtz]!!!DOWNLOAD ME PLEASE!!! (http://forums.cgsociety.org/showthread.php?p=5981942#post5981942)

Here is the latest Previz. I've uploaded the entire thing for you guys to have a look at. Its the story in its entirety, so you guys can see where I'm going with it.

C&C always wanted and welcome!

-c-

redCigarette
07-17-2009, 04:04 PM
Pyke,

It's looking much better. I mean looking at the whole thing I was able to read where it's all leading. It kept reminding me of Aragorn and Gimli in Helm's Deep. :D

There are a lot of shots there. And maybe you would like to keep it tighter (shorter maybe?). Though I think the short has options to choose the best shots and still maintaining the momentum of the story. One thing that looked a bit weird to me is all the characters keep tilting there heads. Is there a reason you have done this? Maybe since I am not able to see expressions here.

As a whole it works really well, the scale is huge and the sound FX and music are surely going to make it grander.

Good Luck!

Pyke
07-17-2009, 04:39 PM
Hey man,

The head tilting is just to show that they are going to doing something, be it smiling frowning, breathing deeply...I couldnt find a better way to show it off in the animatic without resorting to an overlay saying "Character smiles". :D They wont actually be tilting their heads in the final tho. :D

It kept reminding me of Aragorn and Gimli in Helm's Deep.

I was actually watching The Two Towers when doing the initial storyboard on paper, so I'm sure some of it leaked through. :D

Which shots do you think I should take out? Or do you mean to just trim the existing ones?

redCigarette
07-17-2009, 07:07 PM
Perhaps the whole sequence between 1:34-1:43? Where he hides behind the pillar. Anyways you would be the best judge of this. My point is just to work on lesser shots so that you can give a good amount of time to make each of them look better.
Just my opinion though.;)

fgdf
07-18-2009, 06:46 PM
Hello Christopher. I hope my notes could help you someway
I'll again cut complements and just write things that came up my mind during my screening;)

I can't understend why in the first shots they open the gate just to close it.(or is it another interior gate I don't know it) Maybe closing sequence is enought.

Camera work in regiment's sequence is much improved I'd avoid still shots except for panoramas or battle closeups.

Sequence of the hero descenting a wall is too long (I'd recomend cuting one maybe two shots from middle)

Following shot - hero killing - Still camera doesn't fit maybe some dynamic pan following his motion

Big clash scene is ok, the following - hiding in shadows scene - has too long pause in the middle.
Big jump scene - 4 shots for a jump action is too much. In the shot just before he makes a roll on this big counterweight stone, he's flight amplitude looks like he's not gonna make it, but then a miracle happens ;)

Final conclusions
Overall movie dynamics - To much is going on, maybe you could try adding same less dynamic / misc shots to easy action a bit, and cut other like some of the killing shots.
Now I can clearly see where it's all heading. You have good speed so keep it going!

sc
_BB

Pyke
07-21-2009, 08:58 AM
http://assets.cgsociety.org/challenge/entries/25/17623/17623_1248166688_medium.jpg (http://assets.cgsociety.org/challenge/entries/25/17623/17623_1248166688_medium.jpg)

Working in the separate elements that I can quickly build up a scene from.

This scene took about 10 minutes to set up using some pre-built and pre-animated elements I've done.

More a test for lookdev than anything else. I need to start building up the actual shots!

QUICK ANIMATION! DOWNLOAD ME! (http://www.mediafire.com/download.php?noi1uyfn2qz)

Pyke
07-21-2009, 11:04 AM
I can't understend why in the first shots they open the gate just to close it.(or is it another interior gate I don't know it) Maybe closing sequence is enought.

Hey man-its the same gate...
I had the opening basically to show the weight mechanism working to open and close the gate. I think perhaps I shouldnt have a shot of the gate closing, and just have it opening?

Sequence of the hero descenting a wall is too long (I'd recomend cuting one maybe two shots from middle)

Ill try to cut out a little more from there. :D

Following shot - hero killing - Still camera doesn't fit maybe some dynamic pan following his motion

Ill play around with a little motion here, but I want it to feel like the kill comes out of nowhere...that this guy is just doing his job, and suddenly is killed. Perhaps some camera shake as the guy hits the ground will make it a little more dynamic...

Big clash scene is ok, the following - hiding in shadows scene - has too long pause in the middle.

Watching this, I agree that the hiding in the shadows is to long, and breaks the flow of action. I think Im still going to keep the scene, but definitely change the camera movement. Perhaps even show it from the guards point of view, and then just have him run out from the shadow.

Big jump scene - 4 shots for a jump action is too much. In the shot just before he makes a roll on this big counterweight stone, he's flight amplitude looks like he's not gonna make it, but then a miracle happens ;)

Ill take out one of the angles perhaps. And yeah-the jump is very 'matrix', but in the final ill make sure it looks like he is landing on the counter weight stone!

Final conclusions
Overall movie dynamics - To much is going on, maybe you could try adding same less dynamic / misc shots to easy action a bit, and cut other like some of the killing shots.
Now I can clearly see where it's all heading. You have good speed so keep it going!

Fantastic crit man! I hope you keep following the thread and keep giving me invaluable feedback!

ivanisavich
07-21-2009, 11:52 AM
Looks great man! Definitely has the "Pyke" style to it.

Is that fire fumefx or some ref footage comped in?

GerR
07-21-2009, 05:54 PM
Looking really good so far. Been following yours for a while. Only thing I was confused on was the arrow in the guy's back at about 1:57. Its probably just because of the coloring of the bipeds, but it just seemed to be shooting at your main character (since I believe your main was the only multicolor up to that point).
I want to see this at the end, its going to have a nice epic feeling.

mikebot
08-03-2009, 08:57 PM
Hey, cool stuff! I think you entered the uplift challenge too right?

One thing about the environment test shot, the flickering of the lighting on the floor under the torches seems too exaggerated to me. I feel like it should be more random and less variation in intensity.

Anyway just watched your animatic... impressive amount of work so far, keep it up!

Pyke
08-05-2009, 11:16 AM
Hey guys,

Work has really gotten the best of me! I don't know If I'm going to be able to complete the entry got the deadline, but will definitely try....

Thanks for all the comments tho-really good to know that someone else is following my work!

Thiago-Pires
08-13-2009, 05:06 PM
Nice work! Great idea and details.


You could shorten your video to focus on the agent scenes that way it would create a more dynamic editing. The battle scenes are very cool, but they can be very time consuming.

It's also good to give contrast to the characters so that we can recognize who is each one, especially the agent.


All the best and keep posting.

mad-
08-13-2009, 06:28 PM
Great work, Pyke ;)

visionmaster2
08-14-2009, 12:29 AM
"Work has really gotten the best of me! I don't know If I'm going to be able to complete the entry got the deadline, but will definitely try...."

Dont try.... do it ! :buttrock:

arturro
08-15-2009, 11:10 AM
you are a secret agent, you cannot surrender! man, come on, fight :) You have really strong results, there is no way that you don't finish on time :twisted:

dodgeOrBURN
08-19-2009, 03:13 PM
This warms my soul. :love:

Your concept, excruciating amount of work and the quality of it all are amazing. I hope your IP gets picked up and made into a feature film--I would be first in line. If I may make one small observation regarding Shu, I would recommend putting some detail like a collar or tattoo around his neck combined with some earrings. I believe this visual interest would help break up the mass of intricate detail distributed horizontally on the forearms and waste and help focus attention on his face.

I wish you the best of luck in this competition and look forward to your progress. Finish!

DiegoFloor
08-20-2009, 01:50 PM
Wow! Some really great stuff here :)

I specially like this environment you posted last. Could you give us some insights on how to proceed with this kind of scene, in terms of atmospheric effects? I noticed some fog, but I'm not sure if it wasn't dust on the light (volume light)

Anyway, congratulations and good luck! Hope to see this finished before the deadline :)

Pyke
08-21-2009, 12:21 PM
Hey guys,

Thanks so much for the comments! Ill definitely go through them 1 at a time, and reply as best as I can. Till then tho, please stop by my new thread:

http://forums.cgsociety.org/showthread.php?p=6059079#post6059079

Chat soon!

-Chris

saeDubai
08-21-2009, 01:32 PM
Hi Pyke, I hope that doesn't mean that this entry will be put on hold. It definitely stands out with its design and scope so i'm hoping to see you continue - and finish!

I think your newer animatic is working better, so good luck. I can definitely relate to the deadlines eating away - we still have a lot to pull off ourselves. Next two weeks will be quite the tightrope act. http://forums.cgsociety.org/images/icons/icon10.gif

Best regards, Varun

Pyke
08-22-2009, 07:08 PM
Hi Pyke, I hope that doesn't mean that this entry will be put on hold. It definitely stands out with its design and scope so i'm hoping to see you continue - and finish!

I think your newer animatic is working better, so good luck. I can definitely relate to the deadlines eating away - we still have a lot to pull off ourselves. Next two weeks will be quite the tightrope act. http://forums.cgsociety.org/images/icons/icon10.gif

Best regards, Varun

Hey man,

Thanks for the comments. I will possibly revisit this in a while. I did learn a lot with just the short time of working on it (specifically in planning an animation, as well as general rigging!), and I am very sorry that I wont be able to finish in time!
I think Ill revisit this 'universe', but with a tighter story. I definitely wanna try my hand at the big battles tho. They just seemed like they were gonna be fun! I have some cool battle stuff planned for my next project (check the link in my sig), but there is just something cool about egypt.

Im following your thread on a daily basis! Looking forward to seeing it finished!

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