I’ve posted up the original video we had since I realized it wasn’t up here.  I also want to use it as a reference for the face frame part that Kevin is working on.

Kevin: I think you have a good start, but it needs to be pushed further.  Right now, nothing develops between the first time the animation appears on his face and the end of it, so the audience doesn’t get a sense of progression, or that this action is measuring…working to do something, rather then just appearing.  In our original video, although a simple grid, the grid starts out broad, then zeros in on the section of his face where his eyes are, all in the 2-4 second range we have to work with.  My line of thinking was anyone could be standing up to this machine, so how does it pinpoint the facial information it needs when all faces are different- hence, the first outlining grid going over the full face, then from there it can begin to focus in on his eyes.

So in terms of the animation, think:

-general mapping to honing in on the eye

-visual progression and development over the few seconds (adds to the cool factor as well)

-ways to make it looks less flat

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Hey

Apologize for being MIA been a real busy past several weeks for me and this is the first weekend I’ve actually had time to work on this.

So far I have only been able to work on the face scan and will start to work on the eye animation. The color for the face scan can be changed/tweaked once we have the look and feel of the interface so that it can match.

btw the store looks great Michael.

Hey,

Here are most of the scenes rendered out as a screen shot to get a feel for how the overall store feels and what it’s like from shot to shot.  Looks like there are a few hot spots I might try to adjust, but overall, this is pretty much what it would look like at a full render out (minus the moving).  Way different from the dark store we had before.  I’m really wondering how the people are going to look in this new setting.  Thoughts?

On a side note, I would really appreciate if you guys at least gave a weekly update on where you are with your sides of the work.  Even if you are busy, just at least post, “I was busy this week”.  That way I at least know a little of what’s going on out there instead of wondering where everything else is at this point.  So let’s get some better communication going.  Thanks.

 

 

So after taking into consideration what some people said (they liked the floor in the dusk ones but thought that the window was too overpowering etc.) I’ve made a version that tries to incorporate the best from both versions.  It has a white and gloss floor, bright and clean atmosphere with soft details in textures and shadows.

 

Hey guys.  This is about as good as it’s going to get for our 2 store schemes.  I can easily lighten or darken up here and there if there are some problem spots.  There is a picture of our original store that we turned in, a picture of the version I did last week, pic39, then a pic40 and a pic 33.  The red pill is the dusk scheme, while the blue pill is the sky scheme.  We really need to decide which version we want to go with, so I don’t do twice the work.  It might help too to see some walls so imagine the graphics against them.  The one thing I will say is about the original is with the dark walls, the blue graphics really popped and were clear, so with the light colored walls, maybe we need to see a screen shot or two of what El’s interface can look like against it.

 

so…. much work to be done. i’ve been simplifying the graphics a lot.

the actors move really fast and as it was pointed out, it was way too hard to follow everything on the screen!

im not adding any color until i know what the background looks like.

this is what i have so far. hope to have more tomorrow.

here are some more store ruff drafts.

1st option: Change the walls to a white and lighten up other walls, but keep the same window background.  I love that as the background.  I don’t think its threatening at all, and just shows a life out side the store, giving more depth and feel to the mood and realism we are attempting to convey.  I tried clouds, but they actually look ridiculous, and messes with how you perceive what is out side the store and how the store is actually sitting in the world.

2nd option:  I was trying to replicate the feel of our first love, where the windows are just blown out and everything sort of dies away to that.  The problem is we have one big ass window, so a giant piece of glowing white is probably not going to work, or we say its stylized.  Still, everything else white is sort of interesting, and I kinda like it.