The use of design principles and camera movements helped
develop a mood for my animation. The camera angles I used helped give the
feeling that someone was filming what they saw in the woods. This helped
develop curiosity in the viewer in the purpose of the woods and the location.
The camera angles also helped build the story/events of the animation from the
film person just filming random things to exploring the pendulum to spotting a
ghost. The principles of designs I used in the animation help set the mysterious
mood of the scene. The formal balance help give the scene a sense of power
while the unity and leading lines give the simple and mysterious mood.
Friday, November 10, 2017
Tuesday, November 7, 2017
Friday, October 20, 2017
Pendulum Animation Ideas
For my pendulum animation, I was thinking of doing a creepy anonymous woods with a tire swing. Some principles of of design I plan on using is formal balance so the scene gives off a strong feeling. Since its a woods there will also be many leading lines and rhythm as the viewer's eyes would bounce from one tree to another tree to another tree. The scene will also have unity since everything in the woods will be very similar. I want the scene to be dark, but I want the enter tree to be on focus in a creepy way. For the lighting, I will be using "the moon" as a way to light up the forest and candles to light up the main tree like this:
Some camera angles I plan on using will be done as though someone was filming it themselves so it is shaky and edgy. I will also begin the scene with a quick push in as it will give the viewer a sense of shock in the beginning. Throughout the animation I will do a 360 handheld shot around the tree to continue the creepy vibe.
Other references:

Some camera angles I plan on using will be done as though someone was filming it themselves so it is shaky and edgy. I will also begin the scene with a quick push in as it will give the viewer a sense of shock in the beginning. Throughout the animation I will do a 360 handheld shot around the tree to continue the creepy vibe.
Other references:

Wednesday, October 18, 2017
Camera Angles
Crane Down: This creates the feeling of falling down into the character's world.
Crane Up: This creates a scene showing how small the character is or how big the obstacle the character has to face is.
Crane High to Low: This gives the feeling of authority and makes the character look strong and also creates a sense of fear.
Handheld Camera: This gives a feeling of uneasiness or danger.
Quick Pan: This changes the emotional direction of the scene and reveals something dangerous or an obstacle the character has to overcome.
Quick Push in: This creates surprise or shock.
Slow Dolly in: This creates tension and helps us feel uncomfortable for the character or share emotions with them.
Slow Dolly out: This makes the character look emotionally lost and abandoned which creates emotion of empathy.
Dolly Across: This reveals something and changes the emotion direction of the scene.
Smooth Glide cam: This creates and epic or dreamlike scene like a ballet or dance.
Handheld Glide cam: This creates and edgy and stressful scene.
Glide cam 360 Reveal: This creates the feeling of suspense like something is going to happen.
Zolly(Dolly and Zoom): This creates an overwhelming feeling and blows the audiences mind.
Crane Up: This creates a scene showing how small the character is or how big the obstacle the character has to face is.
Crane High to Low: This gives the feeling of authority and makes the character look strong and also creates a sense of fear.
Handheld Camera: This gives a feeling of uneasiness or danger.
Quick Pan: This changes the emotional direction of the scene and reveals something dangerous or an obstacle the character has to overcome.
Quick Push in: This creates surprise or shock.
Slow Dolly in: This creates tension and helps us feel uncomfortable for the character or share emotions with them.
Slow Dolly out: This makes the character look emotionally lost and abandoned which creates emotion of empathy.
Dolly Across: This reveals something and changes the emotion direction of the scene.
Smooth Glide cam: This creates and epic or dreamlike scene like a ballet or dance.
Handheld Glide cam: This creates and edgy and stressful scene.
Glide cam 360 Reveal: This creates the feeling of suspense like something is going to happen.
Zolly(Dolly and Zoom): This creates an overwhelming feeling and blows the audiences mind.
Tuesday, October 17, 2017
Thursday, October 12, 2017
Sunday, September 17, 2017
Monday, September 11, 2017
Thursday, August 31, 2017
Thursday, May 4, 2017
Curve Modeling Project
Drafts
Final Render
I didn't go through many big challenges while modeling this but one tiny one was setting up the scene. This was manly because I had to duplicate this many times in order to get it in a design I want. Another tiny difficulty was looking for materials to get the results I wanted but after some trial and error I was able to get the materials and the object to look like how I wanted it to.
Tuesday, April 18, 2017
Character Model
Some challenges I went through was making the background and in what to make it and how. I wanted the ground to be covered in snow and wanted it to look realistic and after some research I did receive good results but did take up a lot of time and was pretty complicated. Another challenge was rendering since it took a lot of time to render them and to overcome this I did have to put less snowflakes in.
Thursday, March 30, 2017
Wednesday, March 1, 2017
Lighting
Light and Shadow- When there is a balance of light as there is dark(shadow) allowing the lighted object to have depth
Tonal Range- The difference between white and black(the contrast)
Three Point Lighting- A commonly known lighting system that consists of three lights:
Key Light- Brightest light source which is typically placed at a 45 degree angle
Fill Light- A lower powered light that is placed 90 degrees away from the key light
Rim Light- The low powered light that is in the rear of the scene
Implied Lighting- The camera shines on the the focus object casting the shadow of it in the scene (makes scene look bigger)
Back Lighting- The main light source is in the back or behind the scene. This uses bounce lighting to create soft diffused shadows. This makes the scene look soft and intimate.
Silhouette Lighting- A very bright light source is in the back of the scene. This makes the main focus appear black as though it is a silhouette.
Non-Key Lighting- Using lighting but there isn't a key light that is used. For this bounce lighting is a main light source. Soft diffused shadows are created.
*How to Read a Histogram*
A histogram is read left to right and a good histogram tends to start with the left(the shadow) being low rising to the top and then going back down further to the right(highlights).
Works Cited
Meyer, Jeff. "How to Read a Histogram: What You Can Learn from Your Camera's Exposure Graph." TechRadar. TechRadar The Source for Tech Buying Advice, 18 Apr. 2012. Web. 01 Mar. 2017.
A histogram is read left to right and a good histogram tends to start with the left(the shadow) being low rising to the top and then going back down further to the right(highlights).
Works Cited
Meyer, Jeff. "How to Read a Histogram: What You Can Learn from Your Camera's Exposure Graph." TechRadar. TechRadar The Source for Tech Buying Advice, 18 Apr. 2012. Web. 01 Mar. 2017.
Monday, February 27, 2017
Hard Surface Modeling
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| Eye Level |
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| Medium Shot |
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| Bird's Eye |
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| Over the Shoulder |
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| Worm's Eye |
Tuesday, January 17, 2017
Tuesday, January 10, 2017
Macaron Final Project
Eye Level

Point of View

Extreme Close up

Bird's Eye

Worm's Eye

One of the most surprising challenges was rendering the photos as when I chose a pose and began to render it I would notice flaws in the photo. To fix this I would simply just fix the problem and render again. Another problem was adding image textures and forgetting what to do to make them show on the object. To fix this I simply looked back on the donut video and followed what he did so the texture would show up.

Point of View

Extreme Close up

Bird's Eye

Worm's Eye

One of the most surprising challenges was rendering the photos as when I chose a pose and began to render it I would notice flaws in the photo. To fix this I would simply just fix the problem and render again. Another problem was adding image textures and forgetting what to do to make them show on the object. To fix this I simply looked back on the donut video and followed what he did so the texture would show up.
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