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LSGL work session #4
February 14, 2005
Back at work on "Let Sleeping Gods Lie"
by sven at 2:25 pm
I've just gone back to work on "Let Sleeping Gods Lie" this week...
I had just been thinking to myself, "Huh... Wouldn't it be nice if I had a blog dedicated to the creation process?" -- when Gretchin brought up the idea of creating a Scarlet Star Studios blog. What fortuitous timing! So Sven's straining eagerness helped, um, gently nudge this thing into existence.
For the sake of of continuity, I'm going to cut'n'paste some notes in here that I wrote earlier this week:
Thursday, February 10, 2005
Sat down at Camino to look at "Let Sleeping Gods Lie" for the first time since October. I have some new thoughts about process... It looks like very little can be automated on this flick. Every dang special effects shot has to be given unique attention. ...And that includes arranging the 3D set and populating it with critters (set dressing). Not as bad as it sounds: putting the backgrounds in sans critters first actually feels like it would be an achievable step, upon which I could build.
Saturday, February 12, 2005
Lovecraft update...
Last night: 1 hr.
FInally figured out how to attach the arms. Spline draw (16 sided); copy the squre polys from where it will attach; connect the points of the square to the circular base by hand.
Also did a test to see if I could do my saturation / hue shift in After Effects. Yes! This is very important, since for some reason I thought back around October that I was going to have to batch process image sequences in PhotoShop -- which would have taken simply forever.
Today: 2 hrs.
Did a fairly successful test animation of an eye opening. The eyelid was made using spline draw, then the lathe tool. I wind up having something that looks like a round vase. Then I created endomorphs for the shut and open positions. Needs tweaking -- but proof of concept is there.
Also took an old one-fifth version of the Elder Thing, and posed it to see what it would look like standing up. I arranged four more in Lightwave in order to get the full creature. I got it standing up OK, but having to deal with five limbs is making me wonder if I ought to scale down to a three sided creature. That would make me sad -- I've been holding out on the five-sided issue, and only gave in simplifying the arms with great grief.
Tried to see if I could apply the neon-gothic style to the cave in Modeler, in the surface editor. No luck. I can add a layer to the texture's color (gradient, multiply, aqua) and get an approximation of the ice cave's look -- but without the effect of hyper-saturation present in the original process, it all comes out looking flat. Oh well; as long as the color can be tweaked in AfterEffects instead of PhotoShop, I'm a happy camper.
posted by sven | February 14, 2005 2:25 PM | categories: let sleeping gods lie, movies