donderdag 20 oktober 2011

A Feline's Life Spared.

Done is done, everything is on the map I just need to make some height adjustments but that is something I can adjust globally. Just don't feel like dealing with the preview render time to do so right now. But technically it's done at this point.

A felines life has been spared.

woensdag 19 oktober 2011

Cognitive Mango

Due to sleeping early today I haven't been able to finish the map. I'll pick that up in the morning, so for now you'll have to just make due with this cognitive mango.

What does it mean..

dinsdag 18 oktober 2011

Collateral Correlations


Almost done with the map, it might look bleak in the middle but that section consists of giant square buildings for the most part. So first thing when I wake up I'll fix it up and finish it finally.

I messed around with the colors of the YT background on the shared channel. I didn't really get anything solid out of it simply because of the surrounding color scheme. I'm very minimalistic with the amount of colors that I use and probably play it too safe. I'll try to figure out something for the main module of the bg instead of the glass scan lines. I'll make some new thumbnails for the playlists as well and maybe try and add some text into the mix. First thing is first though and that'll be the map.

zondag 16 oktober 2011

Polygonal Prosperity

Finished a possible final for the Youtube background of my shared channel. It can be seen on the side here or rather "in action", at the link supplied here:


I might change it up depending on feedback. I was thinking of adding text in some form but I couldn't figure the placement.

zaterdag 15 oktober 2011

Triangulating Awesome?


Trying to create 3D wire mesh look with with each or at least most of the polygons filled with stills from videos inside. I want to keep all of my videos on the left and all of TearX' video's on the right in order to keep the consistency of the shared channel's name "Niotearx". The 3D rotations will all become more apparent once I've applied the DoF, reflection and gloss to the layers. All of those will just be a separate pass on top of the comp.

I just wanted to put this out there for now though. I'll finish it tomorrow after some input.

donderdag 6 oktober 2011

Procrastination Singularity

So while the title of this post might not be one hundred percent accurate. My productivity did in fact take a slight slump. This post however is here to assure you that we shall now see a exponential expansion once more.

I'll start off by stating that I've almost finished the map and it's boot sequence, not much more to say about that though at this point. On the other hand, the UI has been re-tinkered and should be done shortly as well. In an attempt to make the UI a little more dimensional I've make a 3D waveform readout for one of the windows which depicts a active call. It delays into Z space creating a flipped waterfall of sound if you will. A full look at a slightly outdated UI can be seen here.


A highlighted version of the voice call can be seen here. It is worth noting that the person calling/narrating is of course a placeholder for the time being.
 

I don't have a render at the ready of the updated boot sequence and map so I'll update that later on.

As per request I created a few exercises and drafts. While most didn't even make it to concept stage some of them did and ended up as weird little animations and silly drafts. First up being a small draft for a typography video that will require a little more explanation then I'm willing to give right now. In short it is something I'll end up revisiting once I have a adequate skill set needed to produce what I have in [mega]mind. [This draft/proof of concept was done very quick and dirty]


The other clip I'll show is a dance routine for Miku Hatsune's "Two Faced Lovers" song. I rigged up a stick figure with a inverse kinematics expression. Which in hindsight wasn't that thought through considering I couldn't switch the rotation of the joints interacting on the fly. That's now something I'll take into consideration in the future. Alas, it all turned out to be rather comical though not as sophisticated and glamorous as I wanted it to be.


Alas that is it for now. I'll have a more elaborate update soon enough I'm sure.


  


Because we all need a little more glitch in our lives.

donderdag 22 september 2011

Retroactive Minimalism

After a short hiatus for which I blame DX:HR.. I returned to do a new YT layout, a new logo to go with it and a revision on the UI I had been working on.

Completely out of my comfort zone I was forced to do the layout and logo strictly in Photoshop. Which essentially meant that I was working with shackled hands while blindfolded. After some frustrating first attempts and not getting anything working the way I wanted to I had to get mentored just to get under way. Once everything was sort of working I whiped up a extravagant version of the logo. Then I ended up peeling back some of the extra stuff I had done to it, only to settle on the most minimalistic version.

V.1

V.2 
Final
Minimalism seems to be a reoccurring thing for me as I shall come back on in the final part. However, after finally being somewhat satisfied with the logo I went to work on the YT page. It honestly isn't my cup of tea but it had to be done at some point. Resorting to standard colors/layouts or possible wallpapers was out of the question. Instead I went for a relatively clean look, sticking with the carbon fiber that I had worked into the initial iterations of the logo.

The layout is pretty straight forward but with me being as clumsy as can be with PS it took a little longer then I would've liked. However after fixing some things up and settling on the elements it turned out decently enough and I'm fairly pleased with the end result which can be found here on my youtube page.

Finally I did made a revision of the UI [keyboard] I was working on. I've decided to step away from the particle system I was using for the UI earlier as it's simply too unwieldy to implement in correspondence with the map. The added particle system for the keyboard would drastically increase render time and in the end be less flexible. So I've made a quick mock-up/revision of a new simpler setup that I'll be using which will consist of a collapsed set of solids rather then a particle grid. I'll have to displace some of the elements a little more in depth but for now it gets the point across and could technically be used as is.


As requested or rather demanded I've included a audio source to make it less dull. Hope you're happy now person putting me up to this.