An Open Movie

Modelling

Model Spree: Round 2 [Out-Door Town Items]

Belltowerstreet

[intro paragraph]

At the bottom of this post is a list of objects to model. If you are interested in modeling one, make a comment to claim one. We will try to keep the list updated-if you want to post a progress shot, put in comments too–link to picture MAX 3 for beginning, middle, and result.  We ask that all models be uploaded to www.blendswap.com when complete and put a link to it in the comments.  Vertex grouping, UV mapping, and texturing are a HUGE bonus. We would love to have fully usable items!  Feel free to use an existing model if you already have one that is close to any objects in the list!

The process in short:

1. Claim an item from the list below (write a comment below) [You can claim more than one model]
2. Update progress of your work with photo link (write another comment)
3. When done, upload your .blend to blendswap.com (prefer the file zipped)
4. Post update link to your .blend in blendswap.com (write another comment below)

Here is an approximate map of the inner town:

And here is a broad shot of the overall town and landscape:

Here is a starter .blend file for you: ProjectFalconStarter.blend <–simple .blend to keep things consistent.

Remember to keep only one item in a .blend file, keep the object origin at 0,0,0 and keep all scaling at 1,1,1 and transforms at 0,0,0.  Name things as you see fit for organizational purposes, Cube.001 is not a good name for a Cart ;) . 

To sum that up:

1. ONE item in a .blend file
2. Object Origin at 0,0,0
3. Scaling at 1,1,1
4. Transforms at 0,0,0
5. Use proper names

and…

Please use the comments section to “claim” an item!

[Each of these items should be completable in approx. 1-2 days. If for some reason you cannot complete your claimed item, say so, we understand things get crazy.]

1- Debris pile, FG, 500 poly max, 0.5m height, 1.5m diameter, 1024×1024, bump map

2- Ruin House <<2nd

[reference image] //I don’t think we need to include this

3- 5 Surrounding houses near ruin house, 2 and 3 stories, 12×13/12×15/9×14, BG, 100 poly each, 512×512 each

[reference image]

4- Damaged Truck, FG, <1k polys, 2.5x3x7m, 1024×1024

http://www.penkat.com/img/index.php?f=435&w=450&h=800

5- 7 other damaged vehicles, MG, <500 polys, Standard car size, procedural texturing preferred.

5.1 http://upload.wikimedia.org/wikipedia/commons/b/bb/Pearson-Cox_steam_car_%28Autocar_Handbook%2C_Ninth_edition%29.jpg

5.2 http://www.american-automobiles.com/images2/American-Waltham-1898.jpg

5.3 http://www.american-automobiles.com/images2/Century-Steam-Car-1901.jpg

5.4 http://www.american-automobiles.com/images2/Hoffman-Steam-Car-1903-2.jpg

5.5 http://www.american-automobiles.com/images2/Gearless-Steam-Car-Roadster.jpg

5.6 http://www.american-automobiles.com/images2/Gearless-Steam-Car-Touring.jpg

5.7 http://upload.wikimedia.org/wikipedia/commons/b/be/1923Coats_Steam_Car.JPG

6- Narrow brick street, Max wide 3m, FG, very low poly, use bump mapping. Standard brick size. repeating texture, 512×512 (Make seamless)

http://4.bp.blogspot.com/_qpIG0QAwHKg/SE2CewGRk-I/AAAAAAAABBI/LSzgEtWkmMs/s1600/brickroad3318.jpg

7- Victorian style old street lamp, 3m tall, <500 polys, FG, procedural texturing preferred. (Make 2 variation)

http://files.turbosquid.com/Preview/Content_2009_12_29__13_27_58/01.jpg881de536-ca65-4cf1-8af6-825bbd4c984fLarger.jpg
http://www.pressurewashingsite.com/wp-content/uploads/2011/03/Solar-Lamp-Post-Double-Head-Light.jpg

8- man hole cover, 1m diameter, low poly, MG/BG, 512px image texture

http://3.bp.blogspot.com/_USzog_GOzyA/SuUylaguuiI/AAAAAAAANAE/eYcnJxb5G8c/s400/manhole-101.jpg

9- Old water bucket: 

http://www.beaverbuckets.com/images/Old_Oaken_Bucket_Big.jpg

10- Outer Houses, one person make 3 versions, ie: https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc6/281796_261781940506363_100000236767051_1062261_6566808_n.jpg

Use these as starting reference, Max size: 17m x 10m, height: 2 to 3 stories

http://www.mostly-victorian.com/art/strand.jpg

http://www.panteek.com/PerelleBW/images/per31-142.jpg

http://www.panteek.com/Nash/images/nsh74-122.jpg

11- Victorian Mansion **BONUS** (Low poly)

http://upload.wikimedia.org/wikipedia/commons/f/fc/Art%26Science.jpg

12-Victorian Town-Hall **BONUS** (low poly)

http://upload.wikimedia.org/wikipedia/commons/c/c9/Glasgow_City_Chambers.jpg


Model Spree: Round 1 [Factory Set]

ScreenShot073

This is round one of our model spree!  With this, you will be helping with objects to place within our elaborate factory which is currently being modeled mainly by Stanislav Šestić.  With your help in creating these assets, we will push closer to composing some great shots in our production! 

Below is a list of objects to model. If you are interested in modeling one, make a comment to claim one. We will try to keep the list updated-if you want to post a progress shot, put in comments too [link to pic].  We ask that all models be uploaded to www.blendswap.com when complete and put a link to it in the comments.  Vertex grouping, UV mapping, and texturing are a HUGE bonus. We would love to have fully usable items!  Feel free to use an existing model if you already have one that is close to any objects in the list!

The process in short:

1. Claim an item from the list below (write a comment below) [Claim only 1 item at a time, claim another when done (step 4)]
[Update: You can claim more than one model]
2. Update progress of your work with photo link (write another comment)
3. When done, upload your .blend to blendswap.com (prefer the file zipped)
4. Post update link to your .blend in blendswap.com (write another comment below)

 

Note: We prefer you to use your real name in the comment, that way we can credit you better.

Thank you for your interest and support!

Some progress shots on the Factory:

 

 

As you can see, there is an awesome start to this environment, but more objects are needed to fill the gaps and make it even more convincing.

Here is a starter .blend file for you: ProjectFalconStarter.blend

Remember to keep only one item in a .blend file, keep the object origin at 0,0,0 and keep all scaling at 1,1,1 and transforms at 0,0,0.  Name things as you see fit for organizational purposes, Cube.001 is not a good name for a Cart ;)

 

To sum that up:

1. ONE item in a .blend file
2. Object Origin at 0,0,0
3. Scaling at 1,1,1
4. Transforms at 0,0,0
5. Use proper names

and…

Please use the comments section to “claim” an item!

[Each of these items should be completable in approx. 1-2 days. If for some reason you cannot complete your claimed item, say so, we understand things get crazy.]

[List updated 2011-12-13 14:55:43  -8 GMT]

1- CART 1

2 wheels on front with handels in back, and legs,old and broken http://www.digantiques.com/shops/Stone_Soup_Antiques_Gallery/123456cart1.jpg

2- CART 2

Wooden factory carts with 4 wheels,old ,some broken http://www.mortisetenon.com/assets/images/reproduction-industrial-factory-cart-coffee-table.jpg

WIP:

3- CART 3

For animals,broken http://cdn7.wn.com/pd/b1/78/4c0a323831e0e7f3b85a9a770b4f_grande.jpg

4- Old broom

old,some broken http://www.visualphotos.com/photo/2×2671993/old-fashioned_stick_broom_cb004426.jpg

5- Metal cans

old,rusty 6- Wooden barrels old,some broken.

7- Old engine

old rusty http://www.oldengine.org/members/diesel/AnsonMuseum/Anson1.jpg

WIP:

8- Steam/air blower

old rusty http://i3.photobucket.com/albums/y54/Asquith1/Autumn%202008/Meldrum01.jpg

9- Boilers

old rusty http://farm1.static.flickr.com/141/350719514_468bdc9bd4.jpg

10- Steampunk furnace door

old rusty,shape like on example image http://www.deviantart.com/download/179406366/hell_furnace_doors_by_highaltitudes-d2ytau6.png

11- Pile of coal

not too big,almost spent

12- Old Shovels

4 http://farm5.static.flickr.com/4150/5086439401_30b6146e3d.jpg

13- Factory door(for boiler room)

old,rusty,metal&wood

14- Factory stairs

old,rusty,metal,broken,whit levels like on example image http://hockomockdigital.com/html/images/JimStairs.jpg


Sets Building Processes

Set Building, Mindset, Thinking Process & Solving Problem

Normally when one design/build a set, it is often from wild ideas one has in their memory bank. But extracting them to 3D model without proper planning and guidelines will often times create hardship to self and others in the long run. Thus a set of guidelines need to be available when it comes to design a working set in any 3D program. In short you can’t just model something without an idea of how things work and look.

The first element to consider is size. In some sets, size is derived from speed of a character/object progressing through the shot.

Case 1:
If a shot is about a ball (or any object) falling with gravity and the length on screen is 4 seconds then proper calculation of height need to be considered.

Case 2 (Project Falcon’s original case):
We have a bird flying at 40 kmph and we need to shoot 3 cuts with a total time of 10 seconds. Length of flight needs to be determined and path of flight needs to be planned out.

Case 3:
Very common in animation work, 3 kids dash through a narrow street, 4 seconds, 2 cuts, 1st cut 1.5 seconds and the rest is in cut 2. There is no gauge of how fast these kids can run. Are they skipping happily or been chased by an angry salesman because these kids stole something? These questions needs to be answered before the length of street can be fixed upon.

Size is everything, we can say it’s 5 feet tall, 20 meter wide but when it comes to entering a space as a character, fixed numbers most time don’t justify good composition. So how to measure without numbers?

Case 4 (PF’s original case):
We have a narrow opening for falcon to fly through. A falcon’s wingspan is around 38 inches. If you measure his body (think cylinder), he is about 12 cm or 4 inches in diameter. So how tight you want the opening be? Something larger than 5 inches will ensure its flight. 7 inches if we want to have more screen time to see falcon pop out to the other side.

Case 5:
You want a tower to be tall, very tall that it go off to the heavens. “How tall is that? Reaching the clouds?” “No.” “Taller than a 10 story building?” “About it.” A single story is about 3 meters, thus the tower is (do the simple math)

Case 6:
It’s a dwarf house. A normal size adult can’t stand in it. Dwarfs living there are about 3 feet tall. The house has 3 floors, lowest floor is taller than the 2 above. How tall will you model the whole house including the roof?

If you want to model a set that only used once, you need to cut the modeling time by working on objects that can be seen. If the camera not moving, why must we model the other side of a corner of an unseen street. Before going into Blender and doodle a mesh, it is recommended you start planning on size and where the camera will look. With that you can arrange or reuse assets to utmost efficiency. With a predetermined camera location you can arrange shot’s composition to its best.

Case 7 (PF’s original case):
In scene 4 we have falcon flying above a residential area, camera will be ahead of falcon looking back while the town been bombarded by bombs from a flying aircraft. we have calculated the length of flight and we now know its size. But what to put in the background (BG) that will make the composition great? “Is BG the the same place we come from?” “Yes it was blown to bits.” The town is surrounded by mountains, some houses are on hills, the town must have town center (what is the easiest way to tell that it is a town center?), a river flows down, thus there must be a waterfront or dock and they must have boats. Think in these lines.

But some sets are so huge that when looking at it’s rough blocking one will know headache is coming. So how to lower stress and not overloading yourself with too much details?

Step 1: Group similar models (ie: houses, transportation, characters)
Step 2: Work on one group of models, don’t multitask, sequential tasking is best
Step 3: Estimate the amount of time needed for each model
Step 4: Plan each model, remember pencil/pen and paper are your friends
Step 5: Model vigorously
Step 6: Take 5 minutes off every hour, get some drinks, unload your bladder

I hope with these tips you will see how professional approach set modeling. For our core team members that went through PF’s brainstorm sessions, they get to experience these hands-on. Those are priceless experience one can have. For those who missed them, worry not. PF will release those sessions results to everyone. Happy movie making.  :-D


Modelling Spree!

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Hello! In the next few weeks we are going to kick off a series of modelling sprees to prime full production of Project Falcon! The sprees will be 1-2 weeks each and will focus like a laser beam on specific sets or groups of models for different scenes in the film. We will be using  www.blendswap.com as a platform for you wonderful Blenderheads to post your models to.  Here is how it will work:

  • We make a list of models for the spree
  • You think “Hey I want to model that [fill blank]
  • You post in comments that you would like to model an item.
  • You MODEL it!!
  • Post to Blendswap.com and if you want come back and pick another model! 

Now I know some of you are hyper [like me] and want to model the whole world, but we ask that you model each item linearly, please no multitasking. You need to pick one, do a great job on it and then come back and hopefully get another :-D . This provides more opportunity for users to pick up tasks, and is also much more productive on the whole.

Unfortunately some models will not be quite up to the level acceptable to the film, but fear not, this is a learning experience for all of us and we welcome people with little to great experience. Members will help as much as time allows for revisions, but do know we expect high quality and people willing to play nice in the sandbox. Nothing is personal so do not be hurt if for some reason your model is not selected in the end. 

Models that are selected will be given full credit to the creator and also posted on the public site for all to see! Stay tuned for more details and rules for modelling and posting correctly!!

UPDATE:

Here is Round 1 of modelling: Factory Set