Tag: freestyle
Highlights Dressing “Aquarium Room” set for Press Conference. Character lighting & blocking, with glass reflections. Tuning glass…
After many months of neglect, I am finally putting together the pieces for the “Press Conference” scene….
The last couple of weeks, I have been very happy to get back to some blendering! I’ve…
We’ve published the Patron Newsletter for August, 2015. This is one of the best ones we’ve released,…
We’ve sent out some press releases for the Kickstarter. I’ve also posted an update about the non-photorealisti visual style and how we hope to render our characters in the final production (or at least what some of our options are).
There are several factors we have to balance in coming up with a style of animation and rendering for “Lunatics!” You might think that 3D animators should always try for maximum realism (“photorealism”) when making animation, but this is not necessarily a good idea. First of all, the human eye is extremely good at spotting errors in photorealistic renderings and especially in animation. This is the basis of the problem known as the “uncanny valley effect”: if you have extremely photo-accurate models and renderings of characters, then even the slightest error in movement creates a disturbing “creepy” effect. Such animations are often described as “zombie-like” or “doll-like”. This is because we are very sensitive to tiny differences in the way real people move.
Three more renderings of components for the “Soyuz-SF” interior set. We are creating this set for our “Teaser Trailer”, which is also an animation test and an opportunity for our modeling team to practice working together on the project. This is the periscope (Soyuz uses a periscope for piloting because the Orbital Module is in front of the Descent Module — from which the pilot flies the spacecraft). ( Flickr Image) Completed main controls for the orbiter (These models are by Cosmin Planchon with display graphics by Timothee Giet). ( Filckr Image )
Today I came across a news report abou the status of “Freestyle” in Blender, which reminds me of the animatio style issues I’ve been contemplating for Lunatics since the beginning: just how realistic will we want the graphic style of the series to be?