Category Archives: Channel Production Group Project

Work undertaken as part of my responsibility of Visual designer/Motion graphics in the Channel Production group project

Physical conception to digital reality: Update #4

Finishing the geometry and environment for the bottle scene left me with a final task in my role; producing 6 short clips showcasing the bottle, intended to represent the idea of medicine and treatment that resounded in our project. I labelled and rendered various shots of the bottles for use on our group’s website:

render_nycto render_augmented render_bacterial

For the animation, due to time pressure I had to lower the overall final quality of the scene. However, having said that, the clips were produced to be included alongside other footage in the final 6 videos we produced overall, and so would be compressed down as well as being shown at a lower resolution for suitability on a website, so the loss in quality overall would not be so bad.

I started by removing the lightbox scene I had set up and replacing it with a simple floor environment with some fog to blend the floor into the horizon. I made the environment colour cyan with a low intensity to give a clinical atmosphere in the animated scenes – as this was the style we were following with the website and branding scheme.

I used an infinite light combined with an omnidirectional light object to light this scene as it required vastly less calculation to use the stock CINEMA 4D lighting engine than creating a lightbox rig. I removed the global illumination used for the previous renders too for the same reason – due to issues with video production the project was now under a lot of time pressure and the rendering time needed to be made quicker. The result was a slightly less realistic but still accurate render:

respirationfront nyctofront antibacfrontFinally I mocked up some camera paths for the animation by keyframing the movement of a camera object controlled directly through the viewport, then smoothing its path by editing the curves in CINEMA 4D’s f-curve editor. I rendered each frame seperately at 1280×1024 in TIFF format then encoded them using the freeware utility “virtualdub” (Virtualdub.org, 2014) at 25 FPS – the EU PAL format.

Sources:

Virtualdub.org. 2014. Virtualdub. [online] Available at: http://www.virtualdub.org/ [Accessed: 25 Mar 2014].

Physical conception to digital reality: Update #3

It’s been a while, but in my last submission to this series I had just finished the basic geometry and most of the texturing for the bottle I had been tasked with producing, however having now finished the project completely (which can be viewed at http://dakar.bournemouth.ac.uk/~asisan/facade2/index.html) I have been left with the perfect opportunity for a quick update on the end of production for my given role in the project.

Bottle

I needed to create an environment which would provide some photorealism to the final render of the bottle, by incorporating some softer lighting, less reflections and surroundings that add to this atmosphere in themselves.

To begin with, I added a lightbox to the scene for the bottle to go inside of, as well as some overhead boxes that would serve to soften some of the light and create that soft approach I was looking for In the final renders. I played with the intensity and size of the various lights and shadows until satisfied, making low resolution test renders along the way to check my progress.

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Making the lid was a relatively simple task that involved using poly-modelling on a primitive shape available from the CINEMA 4D library installed with the software, and extruding parts of the lid to create the shape seen on the final model. As a side note, this technique probably would not have been used in other applications such as games, and rather bump mapping or normal mapping would have been used instead, to simply represent the shape via texture rather than create the mesh itself – due to the necessity of real-time rendering required in a game. As it happens though, methods like this are acceptable for high quality renders or motion graphics designed only to be viewed, not interacted with in real time.

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I used global illumination to light the scene and adjusted render settings accordingly until suitable. I set up a camera object to ensure the same angle was kept between renders and then repeated the process by changing the texture on the label between renders.

Bottle

Physical conception to digital reality: Update #2

My second update on the process is mostly centered on modelling the bottle in CINEMA 4D as well as creating a suitable texture for the glass, and mapping my label.

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The last sketch I produced before the modelling stage was only a quick one, and it served to provide a reference for which I could draw a path from in CINEMA 4D to obtain the shape of the bottle, however I later had to revise the sketch in order to get the thickness of the glass correct as well as avoid geometry errors when I extruded the spline in CINEMA 4D

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After this I loaded the sketch into CINEMA 4D as a new texture and applied It to a vertical plane I could use as a reference. I drew a path around my sketch fixing any lines that weren’t quite vertical/horizontal (and should’ve been) as well as ensuring all curves were uniform. I doubled the spline back around in order to create thickness as I would be using Lathe NURBS to get the shape – I had tried making a Boolean subtraction from the inside of a block model but this did not work out as I had hoped.

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Next, after modifying the angle of the spline with NURBS applied to correct the shape, I adjusted the subdivisions to 46 to create a smoother shape as well as allow the label to fit on correctly (as the plane I used for this was also with 46 subdivisions). I loaded and applied my label texture to the plane and adjusted necessary scales and rules in order to ensure a clean fit. I created the glass texture by activating a transparency channel in the material and changing the refraction to 1.52 (as that is the refraction index of glass) and mixing in a pale green in the transparency channel with a dull white in the main colour channel (but with the brightness set to 20%). For the specular highlight I reduced the falloff and increased the inner width to create a hard highlight since glass is hard, polished and shiny.

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At this point in time I currently have a 3D model of a glass pill bottle, which now just requires fixing the shadows, lighting and environment in the scene as well as completing a plastic lid for the bottle, and potentially filling the bottle with pills. When finished I plan to make some simple animations for use as product images and filler clips in the videos we later produce. I hope to look at finishing the environment and model including fixing the shadows which are the current main issue, and then perhaps producing the renders fit for purpose.

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From physical conception to digital reality – Small update #1

As part of the project I’m currently working on at university which involves the production of a website with 6 minutes of footage embedded somewhere within it, the brief states we must design and present a futuristic, fantasy concept. 

Myself, and the group I am working with (Alex Sisan, Daniel Burden, Sophie Dormer, and Lauren Button) have elected to go with a futuristic medicine type of theme involving treatments that change how your body responds to an environment – the concept behind the design for the logo as well.

My role for the project is mostly to design and produce any required art assets, including 3D models of follow-up medications which will be used to depict the treatments, in lieu of more advanced techniques that might otherwise be used to depict a hospital treatment.

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To begin with I produced a few sketches of potential product labels after having received the first treatment idea from Dan. I had completed the logo a day prior to this, and aimed to keep the palette and general design rules similar between the logo and the packaging design, in order to maintain consistency. I used the same font that had been used in previous iterations of the logo (Bebas Neue) for most headings and titles, and I used Franklin Gothic (condensed) for the paragraphs and subtitles in order to provide differentiation in the composition; I produced these areas in an off-black colour too for the same reason. Designing the composition based on a loose “Rule of thirds” influence was suitable for this application as the label would wrap around the bottle and I felt a composition of a scrolling/panoramic style might provide continuity.

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