Tuesday, 1 January 2019

Work produced during module

Week 3:



This week we were introduced to some basic principles of Photoshop editing, mainly the effective use of masking and layering. Our task was to follow a tutorial and create a post-apocalyptic looking image. We started by taking a large chapel and masking the background out. This is called non-destructive editing, which is generally much more ideal in case you decide you want to revert your modifications or edit them perhaps. We then masked out areas of the top of the chapel to make it appear more dilapidated and damaged. 





After this was complete, it was time to create the background of the image. The first step was to create a sky background, the very bottom layer. We did this by using the pre-existing cloud texture from Photoshop, and using an orange gradient layer underneath. By setting the cloud layers blending mode to overlay, it allows the texture of the cloud to overlay onto the bottom layer, which contained the colour. 


Next we took the image of background scenery. After masking the background, we split parts of the tower (on the right side) into separate layers, scaled it down and rotated it a bit to give the appearance that it was caving in on itself. We also masked out a couple areas of the building and used an image of building wreckage to cover the masked out hole by layering it underneath. We then created a duplicate of the colour gradient layer and placed this on the very top layer at a low opacity, to try and imprint the colour of the background onto the buildings and keep a consistent colour scheme. 


Finally, we took the modified image of the chapel and layered it over the background scenery. This overall image showed more depth in the view rather than just one building. More buildings could've been included in the background scenery but the more buildings included = more time spent in the project. Considering this was simply a demonstration of the technique, it was more logical to just use one set of images for the background scenery. We could've taken this effect further, perhaps by adding a faint blur to the towers depending on how far they are positioned in the image. I also believe the lighting is slightly off, despite using auto correction techniques on all images. 



Week 8-9:



In these 2 weeks our focus was on learning the fundamentals of Adobe Illustrator. This software is highly useful in 2D asset and character creation, due to the range of unique tools it provides. A key difference between this software and most others, such as Photoshop perhaps, is that this does not use bitmap images, and instead opts to use vectors instead. Vectors are highly useful as they can be scaled up/down whilst always retaining the full detail of the original vector. 

After learning the basics of Illustrator, we had a go with making our own assets. The first was a character, in which we only used circles to create it. In order to create the more complex shapes, we would use the selection tool to move one of the 4 points of the circle to create things such as the mouth, nose or even arms. This was much easier than using a tool such as the pen tool to create each shape from scratch as it is much quicker for an almost identical outcome. We took the character from the tutorial and were asked to make a few modifications, mine being the additional 2 eyes, arms and whiskers. The idea being you can add a couple extra details and create a new version of the character pretty easily. 



After creating a character, I had a go on the second tutorial which was to create a helicopter model in 2D only using basic shapes such as squares and circles. This works much better for more simplistic assets as they are easier to create using this method. Plus, you could always use this method first and then use more detailed/complex lines over the top afterwards if necessary.
Week 11:




This week saw us having a brief introduction to Adobe Premier Pro, a professional editing tool. We were given several clips and a choice in music track, and were asked to create a simple video with them. This step was pretty simple, just import each video and order them in a suitable order. We then implemented a fade in/out for both audio and video. This is done by going to the effect controls and key framing the opacity/volume in order for it to fade in/out between the two key frames. This allows for the clip to begin and end more smoothly. In addition, I made attempt to utilise in-sync editing, in which the video clips match the music track in the background. You may notice the cuts are in time with the peaks in the music track, this is for deliberate effect and this technique is highly used in professional editing, and therefore a good technique to practice. 





Week 12:




In this week we were introduced to another tool from the Adobe creative library: Character Animate. This tool specialises in fine-tuning the faces of characters with facial expressions and lip syncing. For example, you can import the character's face and an audio file, and based on the mouth variations provided, the program will best determine which mouth to use for each audio segment, essentially moving the mouth to match the audio file to the best of its ability. This is demonstrated in the clip above, where a character's mouth will change once the audio file begins to play. The face was based on a default preset model, in which you can edit it in Photoshop to create your own design if you wish. Here I have simply added some skin/eye colour, ears and hair. 



We also had a look at the rigging/character animation that the software offers. Although limited, Character Animate allows the user to create a simple bone structure as seen above in the character, and then can easily move the joints about. Here I have created a simple bone structure in this preset character model, for the arms and legs. Once this is done, the character is able to move more realistically when dragged in the program window, as it follows the bone structure rather than being stretched and bent. This effect can be seen below.



Lastly, we had a brief look at the live editing feature, which takes live feed from your webcam and matches the position of the head of the character to where your head meets in the webcam, and the program will correctly identify where your head moves and will consequently move the character's head in the same direction. This also works for facial expressions, such as eyebrows, eyes, mouth, etc. The sensitivity can be tweaked in the settings if necessary. This feature is very useful for 2D animators who wish to record realistic facial expressions rather than animating them manually instead.  


Week 16-17:
















Week 18:



In effort to rehearse the principles of animation, this week we looked at ways to implement the Squash and Stretch principle into an After Effects project. We did this by animating a smiley cube, where it squashes when it contacts the 'floor' and stretches after this to display momentum. This introduced us to expressions, in which an expression can be inserted that automatically squashes/stretches the layer when scaled. Essentially what the expression did, was when the layer (the smiley cube) was scaled in one axis, it would be dis-proportionally scaled in the other to create either a squash or a stretch in the layer. Expressions are highly useful in After Effects, especially with certain tricks that would otherwise be impractical or not possible without. A simple but very useful example of an expression is the Wiggle expression, in which it affects the layers positioning by 'wiggling' it between a set number of pixels. You can set this value as well as the frequency that this wiggle occurs. This is really useful for things like camera movements to create a more realistic looking camera angle, as if it were being held rather than mechanically moved with no movement. The expressions can be accessed by ALT + Clicking on the stopwatch of an attribute of a layer, such as the scale or position attribute. 


Week :





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