Monday, 18 January 2010

Brief and Idea

The Project Brief and Idea

Animated Environments

Digital Environments/Visual Studies

A N I 0 9 2 0 6

This Project is based on working in teams to simulate conventional industry work flow.

Focusing on the development of skills in environmental computer visualisation. We will look at the possibilities of animation within an environment to create a virtual setting to support dynamic character interaction.

As stated in the brief we have formed a team of four students including myself.

1. Depa Masih

2. Nathan Hesteren

3. Steven Pender

4. Guy Morgan

The Team is called the SPIRIT (all will be explained later).

With the introduction to the visualisation and creation of an environment in 3D we will be executing the following work flow once all the members of the team agree the concept.

o Week 1 07.01.10 Form group and decide idea

o Week 2 14.01.10 Research/Story board and map

o Week 3 21.01.10 Map/Storyboard/Research

o Week 4 28.01.10 Modelling

o Week 5 04.02.10 Modelling

o Week 6 11.02.10 Modelling

o Week 7 18.02.10 UV Mapping Texturing/Lighting

o Week 8 25.02.10 Animating

o Week 9 04.03.10 Rendering

The Timeline may change according to work flow but will stay as a benchmark.

As a team we will establish the above techniques through personal learning within college as well as at home through online tutorials and most importantly learning from other students and tutors.

This will enable the team to create and populate the environment with contextually appropriate assets; visual aid and research will establish the design of the agreed environment whilst keeping the design consistent with each member of the team’s involvement. This will be regularly discussed and monitored to keep the design consistent and within the timescale. Any changes to the concept will be discussed within the team as a mutual agreement is. As the design formulates changes may occur to the original idea if needed.

Questions to be answered…

1. What is an environment?

2. What are we to achieve out of this environment?

I will research examples of environments within film and games and give my individual response. I will also research environments similar to our concept and recognise visual aesthetics and establish core visual aids. This will be achieved through actual and virtual interpretation.

Key Aims

o Introduction of industrial, team based animation work flow.

o Develop personal reflection upon individual contribution to group endeavour

o Development of techniques such as modelling, UV Mapping, texturing, lighting and animation etc.

o Analytical visual response to research and development.

As the Director I will be establishing:

o Work within a team.

o Work on Individual strengths and weaknesses.

o Keeping to timeline (may change according to needs of execution).

o Consistency.

o Inspire and motivate.

o Delegate responsibilities

o Regular meetings to discuss issues and where we are.

o Agree final look of the animation.


We will be designing an environment that includes a Church. This will be the main focus of our animation. The film will be animated through the eyes of a spirit. The opening scene will be taken from a bird’s eye view of the church and surrounding area. Mist slowly disperses as the scene opens to reveal the top of the building. Slowly, swiftly we flow down to the church in circular bird like motion. As the church gets nearer and nearer so does the detailing. As the church is introduced the camera, (spirit) pans around the building to establish Identity and narrative. The camera/spirit is looking around the exterior of the church and taking in its character and detail. The relationship of the spirit via the audience is established with the sound of breathing. This is so the audience does not forget that it’s viewing the scene through the eyes of the spirit. To create mood and atmosphere the scene will be gloomy and misty. The glow of streetlights that illuminate the stained glass dances through the glass as the magical colours manipulate whatever form or plane it can get hold of. The camera/Spirit dances around the gravestones. As the gravestones lie still the mist disperse over the hard edges. The camera/Spirit takes the audience in a short dance through the graveyard as it hovers in and out of gravestones to lead to the front of the Church. Stop….. Anticipation dictates the huge church doors as the camera slowly pans from the top of the door to the bottom emulating weight. The doors slowly open as the spirit enters the church IT GOES DARK! Then a candle is lit. The camera zooms in on a close up of the candle swaying in a ghostly motion then flickers as if some one is blowing it. Again, to remind the audience that it is viewing the object through the eyes of the spirit. Then the camera pans out revealing a futuristic Church.

The concept is a mixture of old and new. Our group’s interpretation of what the church looks like before and what it will be like in the future.

This environment will be modelled in 3D, UV Mapped, textured and lit based upon the research of materials and environments. This research will consist of practical site visits. Each member of the team to research take photographs and develop concepts of churches within their surroundings and to discuss and choose a final concept of an old church and futuristic. This will also include academic research via the web and the LRC.

This environment will demonstrate integral animation, via door opening the movement of force such as the movement of a flame the mist outside and the rotations of the camera depicting time. The animation will be viewed from the spirits view (the audience).

The project will be approached by looking at the following themes, changing over time, changes in weather and lighting and the use of environments.

The team effort of successfully replicating a real or implementation of a designed environment. The consistency reflected in the modelling, lighting, texturing and animating of the final idea.

A group blog will be formed as well as an Individual blog design journal where I will document my personal research and development. Please see below some of the material I will be researching as well as evidence of the identification and analysis of the aspects of colour, shape and light that contribute to the successful simulation of a particular environment. I will also document self analyse of my contribution to the project.


o Why Churches?

o What is a church?

o Old churches – Slavonic (old Bulgarian), Churches in Maidstone different types of churches and recognise the characteristics of a church

o What a Church is and is used for?

o Photograph of Churches within individuals habitat. I will be looking at Churches in Maidstone and the History behind them.

o Photographs of textures and props inside and outside.

o Churches used in games and films

o What feel do we want to portray

o Mix of Old and New?

o What does it mean today?

o Futuristic building material

o Look at material used in old buildings

o Arches

o Stained glass

o Doors and windows

o Candle stands

o Flames

o Lighting day and night

o Glow of a candlelight

o Religion and people

o Look at artists and designers

Learning outcomes

1. Knowledge and Understanding – Understand how lighting and colour affect the appearance and mood of an environment.

o Books, LRC, web, films

2. Values and Attitudes - Reflect and analyse individual performance in a group

o Bloggs

3. Skills (Cognitive and Intellectual) – Analysis and replication of a real environment or implementation of a designed environment using 3D visualisation software

o Maya

o Tutorials etc

4. Skills (Subject Specific/Professional) – Build a computer-generated environment, using modelling texturing, lighting, and character interaction to a consistent visual aesthetic.

o Maya

5. Skills (Transferable) – Contribute successfully to a collaborative project

o Team with the help of learning aids tutors and tutorials.

o Increase knowledge and execution of modelling techniques and working within a deadline.

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