Developments on the storyboard:
The group decided that at the beginning of the storyboard
the title sequence could be taken out and replaced by a static atmosphere shot
of the sounds of the location.
Then as the USS Arizona comes in and the narrator starts the
intro credits appear over the top including our names.
The group decided altogether that intro credits into the
footage instead of a documentary style title sequence was a much better idea,
this way the video starts out and acts like a film would, giving the video more
atmosphere feeling without the need of a title sequence being separate to the
rest of the video, the intro credits flows with the rest of the video, which
makes the video as a whole much better in appearance but also in atmosphere to
the story.
One of the storyboard scene where the sides of the USS Arizona
gets blown out and debris gets thrown towards the camera has been discussed by
the group of having that scene, not take place from a camera perspective from
the ford island but instead have the camera close up to feel more of the impact
of the damage taken to the ship.
Although one member found the shot ok as it was and some
members decided it should be close up, the shot was decided to be a medium
shot, met in the middle and the group confirmed that to be fine.
Ford island where
about in the storyboard = although the ford island in the storyboard was shown in the background of the shots, more than the group first though, originally the
ford island was going to be mainly shown in the video, but over the weeks
including the storyboards development the ford islands got placed back in the
background again, this does not
mean the construction of the tower and hanger models have been wasted, as the
models will still be seen in the aerial shots from the planes, as they fly over
the island and then attack the u.s.s Arizona.
Also shots have been designed in the storyboard to feature
perspectives from the ford island, but as a group we now have developed our
idea that we don’t need to create a full ford island when we can use only a part of it to emphasize the scene for the storyboard.
Even though the ford island has been developed differently, during
development on our brief idea of what we want to do and the storyboard, it needed
to be there because the event we decided was about the USS Arizona and the ford
island acts as an extra to aid visual interest in some scenes.
Alex has continued to develop his model of a Mitsubishi Zero
fighter plane, which has improved in the
shape and aerodynamics of the wings and main structure of the plane which shows
up well as the model features.
Texture has been added to the model, using textures created
by Alex himself in photo shop, which give the model a preview of what it will
look like when it’s completed.
The textures at this time are a prototype, so the textures
will be improved over the weeks to add rivet detail.
This week Alex came across a texturing problem where the
planes back tail when applied with a texture would have a slightly lighter colour
tone than the other textures on the plane. Only causing this colour toning change
on one back wing polygon, which Alex can’t explain why this is happening
considering that all the textures were done in Photoshop and were saved out of the
same texture colour.
Combined to prepare for the editing process later on in the
production of this video Alex and I have gathered many sound effects and music
for the video ready to place in the video editing software. By gathering them
now it’s done ready for the editing stage.
Rangeing from sounds that associate with the storyboard shots
from ambient sound of the sea, explosion sounds and plane sounds.
Curtis
Over the last week I have recorded the narration from the
script that will play in our finished video
Using the 24 bit wave/ mp 3 recorder – r-09 I recorded a
number of times on the script, first I started by having the mic gain set to
low, so that the recorder did not pick up any other interrupting sounds going
on in the background.
But this resulted in the audio being very quiet even thought
I was not standing that far away, I decided not to be as near as right to my
mouth was to not pick up speech interference s
.
Next I placed the recorder close to me and the result came
out as I wanted to avoid, the mic was to close and pick up the speech interference's.
So changing the mic gain up and standing a suitable distance
away, the results were the best and I had no intruding sounds in the background
as I first thought before I turned down the mic gain.
The developments on the buildings for the ford island are
now textured and have more detail applied to them, the hanger in particular.
The radio tower upon looking at it a number of times may
need re-texturing in some places, but other than that both model look really
nicely designed and now I am moving onto the modelling the ford islands decking
{ by the sea } and more related time period buildings to fill up the islands
land.
David
David has spent the last week looking at tutorials and plug
ins on the View and fume FX to improve the quality of the land and sea.
Whist doing this David ran into some problems which have
been solved but due to the software handing / methods of adding a number of different
plug INS David has had to render/ create these effects in a different way.
One problem that came up in the software View and Fume FX is
that when it comes to rendering out your effects in explosions or water effects
from both software, both software don’t want to render at the same time, so one
software render has to be done first, then the other software render is done
after and then you composite the two rendered files together later, which adds to the time to creating the video/
effects, it would be a benefit if the software plug ins would run together.
Also another situation for David occurred in the view plug
in software where he was working on the displacement of the water waves
movements to make them move and look realistic, but when viewing the results
the underwater scenes that will appear in one of our scenes of the video, the acoustics and light rays were creating grainy renders.
This was solved by increasing the quality settings in the
water movement.





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