TheFx aims to explore the reach of visual effects and the way it transformed the way we view & consume media and at a stretch, reality.
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Wednesday, December 7, 2022
Major Project : Reflection
Website Creation : Mobile View
In this post I will be briefly discussing the mobile view of my website and how it is aesthetically aligned to make sure it is not difficult and far from the experience of viewing it on a computer
Firstly, when it came to home page, the website when transitioned fit very well since the text was already center-aligned and the videos and picture-sliders were automatically resized. The text although smaller, had no significant difference to the experience and content accessibility the PC version of the layout had. The header of each and every tab will look the same throughout and accomplished the same goals as what the PC header was required to do.
Google Forms for feedback : UX Testing creation
In this post I will be briefly discussing the creation and responses from my UX testing.
Firstly I went and opened google forms from the homepage of google. I then changed the title of the forms to "UX testing and Feedback".
Google forms for Feedback: Response discussion and improvements
In this post I will be discussing the responses and the improvements I have made from my evaluation of the google forms I have created.
Sunday, December 4, 2022
Finalizing the Major Project : Seep into Reality Project 0.1
In this post I will be discussing on how I have posted my major project after I had created it.
Website Creation : Seep Into Reality Project 0.1
In this post I will be discussing the creation and content of the Project 0.1 Page.
Firstly, I had to put a description to help introduce the audience to what the content will provide and what it is for. It contains the words : "This is the Short temporary scene that represents my starting point for my film "Seep into Reality". This will showcase a short temporary video rendering that should be presented on the final product. It is a simple VFX project comprising of an object edited into reality." This is enough to help reel in the viewer to ask what is Project 0.1 and what content it provides. To add the text, I had to choose two textboxes from the left-hand side of the website creation software and utilized the Lulo Clean Font for the text and its title.
Major Project : Final Creation
In this post, I will present my final project.
The video below is the Short temporary scene that represents my starting point for my film "Seep into Reality". This will showcase a short temporary video rendering that should be presented on the final product. It is a simple VFX project comprising of an object edited into reality.
Major Project : Further study and creation of Project 0.1
In this post I will be continuing briefly discussing the process of creation of Project 0.1.
I continued the creation by firstly removing the square presented from the start up screen from Blender and proceeded to add the "ground" and tweakable object to the scene as shown on the top-right hand side of the software. After which I tested its adaptability to the tracking and how it fits through the keyframes of the scene. I furnished the object and the "ground" by adding points from the center of the tracking points I had beforehand that will act as the guide for the object and "ground" presented. I affixed the object to the top middle tracking point of of paper and set that tracking to the object Y-axis to make the object face the camera view throughout the scene.
Major Project : Study and creation of Seep Into Reality
This post will be discussing the process of my work for my Final Project Creation also known as "Project 0.1".
Firstly I opened up blender and went to the add scene tab of the 3D creation software via the "Plus" sign tool located beside the Scripting tab then selected the VFX part of the pop-up when I hovered over it. I then began to add the video I wanted to utilise for my short temporary scene.
Saturday, December 3, 2022
Major Project : Further Research on artists
In this post I will shortly discussing who are the artists are and what films I watched and were inspired to create my scene from.
Firstly Alexander Adell, Adell is a vfx artist and film producer/director. His vfx portfolio includes films such as Toy Story 3, Up, Wall-E, Ice Age: The Meltdown, and Robots. Currently, he is a producer at Magnesium Film, which he joined 5 years ago. From 2000-2004, he designed 3D surfaces shaders Ice Age, fur for several principal characters in Ice Age 2, and digital sets on the film Robots using proprietary signal processing software and rendering language. He trained Technical Directors on software for creating surfaces for characters and machines. He also developed internal tools for film production including plant distribution tools, procedural texture rigs for background characters, and animal fur design technology. After working on a game for 2 years, he became the Technical Director at Pixar Animation Studios. In Pixar, he was responsible for designing 3D surfaces for Wall-E, Up, and Toy Story 3. While at that, he created a reusable shading network for development of new models. After around four years at Pixar, he moved on to create games, mobile applications, and later on produced and directed a film.
When it comes to Jim Rygiel, he can be considered to be a visual effects supervisor who worked on feature films since 1984. He has worked on The Lord of the Rings movie trilogy, Godzilla, The Amazing Spiderman, Fast and the Furious, Starship Troopers, Star Trek, The Last of the Mohicans, Batman Returns, and many more. Through lord of the rings, he has earned three consecutive Academy Awards for Best Visual Effects. After University, he went to work on doing commercial work, which he gained nominations for. Then, he supervised projects while at visual effects companies. Later, he formed and head a computer animation department at Boss Film Studios, which created films such as Starship Troopers, Outbreak, Air Force One, The Last Action Hero, and others. After Boss Films, he went on to supervise The Parent Trap, Star Trek, and The Lord of the Rings Trilogy before working on many more films.
Simon Otto is a Swiss film director and animator, best known for his work in the How to Train Your Dragon film trilogy for DreamWorks Animation. After studying art in Zurich, Otto studied animationin Paris in which he received additional animation training through an internship wtih Disney Feature Animation Paris. He was first hired by DreamWorks for The Prince of Egypt in 1997. Then, he spent 21 years as part of the character animation team for DreamWorks. He was known for the How to Train Your Dragon franchise, which he was instrumental for the look of the characters, personalities, and overall style of animation. He designed a number of characters in the film including Toothless and Lightfury, and did storyboarding work on the second and third films. After leaving DreamWorks, he went to work on Love, Death & Robots Season 2 as well as directing an upcoming film called That Christmas. In an interview by Art of VFX, Otto stated that he personally did a lot of design work himself, and worked closely with modelers, riggers, and the surfacing department. He figured out systems for complex dragon rigs, then after achieving the desired look, went to work on their personalities with senior animators.
He stated that his job is to make sure the style, quality, and clarity of the animation was as desired and executed efficiently. As such, he must consult the directors on everything related to the animation. He stated that the team used a lot of proprietary software, except for previz and layout, and that the most demanding shots were ones that requires months of rigging time such as beard simulations and flying shots.
From these three artists and their work on VFX, I learned that every piece of vfx work needs a lot of attention and work, especially collaboration with others Along with that, I had also learned that the route to becoming a successful vfx artist requires me to try new things and be brave enough to create or work with big names.
References :
Alexander Adell (no date) MUBI. Available at: https://mubi.com/cast/alexander-adell
(Accessed: December 3, 2022).
Alexander Adell - producer - magnesium film (no date) LinkedIn. Available at:
https://www.linkedin.com/in/zanderadell (Accessed: December 3, 2022).
Jim Rygiel (no date) IMDb. Available at: https://www.imdb.com/name/nm0753277/
(Accessed: December 3, 2022).
Frei, V. (2014) How to train your dragon: Simon Otto, The Art of VFX. Available at:
https://www.artofvfx.com/dragons-simon-otto-responsable-animation-des-personnages-
dreamworks/ (Accessed: December 3, 2022).
Simon Otto (no date) IMDb. Available at: https://www.imdb.com/name/nm2259362/
(Accessed: December 3, 2022).
Friday, December 2, 2022
Software testing : Blender
In this post I will shortly explain my experience with Blender when I first studied it before my major project creation.
Software Testing : Yumpu
In this post I will briefly tell my opinion on why I did not utilize Yumpu.
Simply put, Yumpu was not fitting to present what my major project was going to provide and require from a software. That fact alongside the fact that there are heavier and better software out there to help present my content makes it very unreliable in my eyes. However, it may be useful in presenting progress, Milanote content (shown below), project compilations (Pictures only), and some information if it requires visual aid.
To test out Yumpu, however, I had to register my account then had to use the free version since I cannot utilize the "pay for extra options" option. Here I can create a project title, description, its language, its category and its tags. It then can present the information/pictures in either a slide or in different animations.