Tuesday, 7 February 2012


Last Day Survey!

This is Part of your Grade.

Complete this as well as your course feedback by the end of this class.


Good Luck! 


1.  What was the hardest part of this class?
Programming in C#

2.  What was the easiest part?
Modeling and Effects

3. What was your favorite part?
Effects

4. What was your least favorite part?
Programming in C#

5. What are your 5 favorite websites?
projectnewworld.blogspot.com, cgsociety.org, sidefx.com, youtube.com, gametrailers.com

6. What are our 5 favorite forums?
cgsociety.org, odforce.net, sidefx.com

7. Where do you go when you want to know more about VFX? ( not wiki or google)
CG Society

8. How did you find out about VFX @ NYP
My original intention was to go to NYP animation, until I stumbled upon this course on the NYP website.

9.  What is your favorite Movie / TV Show
Saving Private Ryan

10.  Whats is your favorite class @ NYP
Advanced Character Rigging/ Advanced Photorealistic Lighting & Rendering

End of the line

The effects are done.

Effects I worked on that were used in the game:
- Explosion
- Zombie Blood Explosion
- Muzzle Flare & Bullet
- Glass Crack Screen Damage

All the effects were done using After Effects and Photoshop.
The muzzle flare and bullet was done in Maya.

Summary of effects (Done using AE) breakdown:
-I keyed out the background colours to get an alpha background in each stock footage. Then I composited the layers of stock footages together.
-Whenever stationary/ passive sprites were needed during the animation, I would bring the sprite over to photoshop and once again apply colour range to produce an alpha background for the image.
-For some of the effects like the blood spurt and blood explosion, I made use of 3d layers to give a little more depth to the effect.

Summary of Muzzle Flare & Bullet effects:
-These were modelled, textured and lit in Maya.
-Some Colour Correction was done in Photoshop.

Summary of Programming:
-All the effects were put in using instantiate to start the animation when something occurs within the game. (Like explosion for the car death or blood explosion for the zombie death)
-For the screen damage, I rendered out 5 glass cracks using photoshop. Each crack image file was put in using both instantiate and quaternion, to position the crack images right in front of the camera.
-For the tyre tracks, it would be projected when the car's speed is over 800. This would give a nice looking "skidding" effect for the tire track.

Lastly:
All effects were colour corrected in After Effects to enhance the looks.
Passive effects were brought into unity and positioned in their respective spots.

Screenshots Updates Coming Soon.

Tuesday, 31 January 2012

New Effect


We've decided to omit the effect where the blood flows down the screen.

However there's a new and cooler effect we thought for our game.

While the car's health is being depleted, I will add in a "screen damage" effect.

Right now I'm planning what layers of stock footage to implement.

- Glass crack
- Blood splat on screen.
- Dirt closing in from the sides of the screen.

Muzzle Flare & Bullet Streak Complete


Model and Shader done in Maya 2011.

Monday, 30 January 2012

VFX w.i.p


1) Car Explosion
2) Blood Splat
3) Blood Explosion

These are not fully finalized yet.
Blood flow, Muzzle flare and Bullet streaks pending.

I used After Effects CS5 and created these effects.
- Set up the composition with procedural methods.
- Combined several stock footages and images.
- Made use of different blend modes and overlapping 3d layers.
- Slight colour correction

Tuesday, 3 January 2012

VFX

Here are the visual effects elements I'll be assigned to work on.

1) Zombie death blood explosion

2) Zombie blood squirt

3) Zombie blood trail






4) Game Over screen blood flow down

5) Explosion




6) Gun fire streaks & Muzzle flare


These are games which I have played and thoroughly enjoyed.

Thus I remember which games created which awesome effects.

Monday, 12 December 2011

Menu, Game Over, Replay




I've finished creating the Menu, Game Over and Replay screens using Photoshop.

Now we're gonna program and put the screens into our game.

Saturday, 3 December 2011

Dead Punk Update

So far, I've been working on the programming with my Godbrother's guidance.

These are what we've accomplished so far:

1) Almost realistic car movement.

2) Bullets emitting from top of the car.

3) Single zombie spawn and chase after target (player), using vectors to determine the coordinates of where the zombie should aim at.

4) Bullet hit zombie and kills it.

As for the other tasks which I'm in charge of, here's what I've accomplished so far:

1) Car model.

2) Environment layout.

3) Zombie model, rig and one walk animation cycle.

Tuesday, 18 October 2011

Group Name: Dead Punk
Group Members: Lu sheng, Tanner, Bryan, Ruth
Synopsis of Game: Set during a zombie apocalyptic era, in a small town once inhabited by Punk Rock fans. Building up an armoured vehicle from scraps and junk, a group of survivors fight for their lives, or till they die.
Games that are similar to your Game Concept: Scrap Metal, Geometry Wars, GTA Chinatown Wars.

Plan and Schedule to complete before Mid-term:



Phase 1: Model Assets
Phase 2: Unity merge, test game with low-poly geo.
Phase 3: Texturing Lighting.
Phase 4: Animation cycles and programming.
Phase 5: Programming and final touches.

Roles and Responsibilities in group:

Lu Sheng: Programming
Bryan: Modelling, Rigging
Tanner: Effects
Ruth: Texturing Lighting



Reference Pictures:














Introduction

Hello Audience, Anyone, Everyone.


Name: Bryan Isaac Emmanuel

Hobbies: Piano, Tennis, Skateboarding.

Passion: CG Animation and Visual Effects!

Expertise: Modeling, Rigging, Animation, Lighting, Pyro FX

Favourite Food: Fish

Favourite Movies: Saving Private Ryan and Wanted.

Favourite Website: www.projectnewworld.blogspot.com