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As of my freshman year, I will be posting content centered around a certain topic. You can expect my blog posts to feature well-written sentences.
Brady Bryan
The first day of school is right around the corner, not only marking my final "first day of school" but also the transition into an an entirely new education experience. Many students and teachers alike are still very unsure about how this year will exactly turn out, as well as general reception to the reformed online education system. This is especially pertinent to me since I am part of the game art design, which heavily depends on online software. Since schools are no longer taught in-person, I believe it may be more difficult to aid and gain help from others. Regardless, I am still quite anxious to see what the new teaching environment will be like. Last year's curriculum was centered around learning the basics of the Unity program as well as how to code in C# using Visual Studio 2019. Though our time in Unity was cut short due to being sent home for the rest of the year, we still came away and practiced with what we learned and were given. With this, I am looking forward to more coding since it was a complex and bothersome task for me with regards to figuring out the single line of code that rendered the Unity animation and game unplayable. Despite the hardships, I wish to look past it and commit the coding process to memory as my current memory regarding how to optimize code is spotty. I also want to utilize others' lines of code and see what they do in the program. I looked into some other coder's codes for a certain action such as this one and they interested me and inspired me to want to do the same by experimenting. Aside from coding, I want to do more with my 3D models in Unity as I did not have a chance to import my own models into Unity for further modification. While this is an ambitious thought, I want everyone in the class to collectively work together on a single Unity game where we can have multiple ideas and options made available by a sort of makeshift team. I think that concept would be both fun and entertaining. While I am aware that we will continue down the paths of Unity and C#, this year may have affected our original modus operandi since not everyone will have access to the tools we use. As a result, inclusivity will become a large factor in how classes are organized, especially ones that rely on technology. Whether those with access to Unity at home will have separate objectives is yet to be seen, but I am excited to see where this year will take us nonethless. Recap:
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Brady Bryan
As I have detailed in the prior post, I have been working as a video editor for the last four months. During that four months, both I and the client have created several distinct projects without completing a single one. That is, until yesterday. I have previously stated that video editing is not a "one-and-done" process, but rather includes a series of prototypes that builds, improves, and revises upon each new version. The purpose of each prototype serves as a sort of checkpoint that can be used to determine what next steps should be taken, which involves rewatching each prototype over and over again to see where numerous additions can be made. In our case, our first completed video project by the name of "Night Palms" took eight prototypes to complete over several weeks, and I intend to discuss the process of creating each prototype until the final product. Of course, one cannot create a video without the appropriate clips. In preparation to create a new iteration of a certain project, expect to be sent new material every work session. New clips are the lifeblood of the project, almost literally. As we created the later prototypes, more and more new material replaced old material and was inserted at certain points to increase thematic cohesion. One useful quality of having multiple prototypes is that while the project slowly takes form, the visionary has time to debate whether an idea should be applied to a particular scene based on the clips that precede and succeed it. With each new prototype the decision to increase the length of prior clips were made albeit only for another half-second to a second. However it makes a world of difference when accounting for how long you want the current image to register in the minds of the audience. Such an ability to efficiently increase the length of a clip with few clicks attests to how imperative non-destructive editing is, which is a skill that is best learned via practice. The same technique was applied to adding sound to certain clips as the entire six minute video contains very minimal sound at the beginning and end by design. Of course, each prototype increases in length with production, albeit marginally. From the first to the final prototype, the difference in length was approximately two minutes across each work session lasting two to three hours. It just goes to show how numerous hours of editing yield seemingly minimal results. While the first five or six prototypes where devoted to building and establishing the foundation of the project, the last few prototypes where devoted to fine-tuning and making final adjustments at certain intervals. With this being only one of several other video projects that we have created, both the client and I have quite a ways to go before we take care of everything. Consequentially, we are going to start yet another new project next week. In any case, the final "Night Palms" prototype is indicative of one small leap simultaneously being one large step in our collaborative career. Night Palms Recap:
Brady Bryan
Around the middle of March, I became a video editor for a retired Oberlin College professor. Since I knew the basics of Adobe Premiere Pro (despite many claiming the program along with much of the Adobe suite to be inferior when compared to similar programs) which was his criteria for editing, I figured that I would be a suitable fit for the task. The process goes as such: He uploads several clips to a Dropbox folder prior to the editing session where I am able to access and download them onto my computer. Once we are both ready to begin, we initiate a Skype call and he tells me how to edit each clip while I share my screen in order to assure that each edit is to his liking. Prior to the online collaboration, he would drive over and watch and direct me step by step which was absolutely more efficient than the online calls, but can't be helped due to the entire pandemic pressuring citizens to self-quarantine to reduce risk of contraction. The main leitmotif of the clips he uploads is light. That is, each clip is relates to light reflections, flashing colors, shadows, contrasting colors, and the like. The multiple projects we work on are typically accompanied by composed pieces that convey the tone and overall attitude of the clips. For instance, if there are many fast moving light sources that frequently change colors, the song would be whimsical and flighty in nature as if to resemble a sort of "circus-y" vibe. While one might think that being a video editor requires one to learn and master every nook and cranny of their respective video editing software to create quality works, such a notion is not necessarily true. Not every clip needs a fancy, eye-catching transition with super bright lights and flashing colors (ironically contradicting the contents of the raw footage). Simple hard cuts and cross dissolves will suit one's fancy. The key to editing is deciding whether certain clips will need more or less editing than usual, although this isn't calculable. When it comes to editing, less can and most likely will be more as destroying the original identity of the clip should be the last idea on the editor's mind. I may not know everything about Premiere Pro, but becoming a video editor has definitely pushed me towards exploring the software further in order to accomplish what my client wants with adequate accuracy. It also taught me the aforementioned lesson that excessive editing can be detrimental to the overall initial integrity of the raw footage, as well as unobtrusive editing being an optimal option in certain scenarios. With video editing, the editor will be faced with how to properly handle the raw footage optimally (avoiding destructive editing at all costs in case the previous edit was a better decision). Below is an example of a prototype of a light project that is currently being worked on. Example Recap:
Brady Bryan
As school only starts two weeks from the time of my writing this post, I look forward to the new material that we are going to be shown and taught. With the coming school year begins our descent into the usage the Unity 3D image along with a deeper understanding of 3ds Max. Of course, the possibility of using Adobe products hasn't been pushed aside, so we will most likely be using them as well, particularly Photoshop and Premiere Pro. As I presume that it will be making up a majority of my third year in this class, I am most looking forward to the use of Unity and how applicable it is. I am also curious to see whether or not what we create in 3ds Max can be imported and further modified in the Unity program. Once such application where 3d models can be imported and used is in the case of world-building, especially for level design and construct. From what little I have seen of Unity, it appears as though the objects brought into the program can interact with each other in a similar way as they do in 3ds Max in that they collide, roll, and are overall animated to fit the context of the scene. If that is true, then surely we will be able to import animations such as this biped animation and file into the program and further develop it on a visually creative level by adding a backdrop or multiple other assets. On top of that, I also look further to discovering more about 3ds Max to create more competent animations and models. Although we may have learned an extensive amount about how the application works, we have yet to fully exploit the program. As Unity was utilized in the makings of several successful video game franchises, I cannot wait to delve into the program and learn about what it is capable of. As we come to face the new year, my one fear is that I won't be able to take my work home with me to continue developing it due to system limitations. However, I do not see this occurring, so as far as I am concerned, everything will happen as it should - late nights and all. Recap:
Brady Bryan
As I was thinking of ways to combine 3D modeling with a clip of a Super Smash Bros. Ultimate match, I got the idea to create an animation in which I UV texture a simple screen composed of rectangles using an image of a wood texture and display the clip on said screen. This required the use of 3ds Max 2019 and Adobe Premiere Pro. Overall, this animation took two hours to complete and was fairly easy to make. The only problematic aspect of the process was gradually implementing ideas that would spontaneously pop into my head such as the addition of the various crowd noises as they were not initially part of the idea. I also had to decide which Smash Bros. clip I would want to use, which was also not predetermined. The first step was to create the screen with rectangles and center and align everything properly. Then, I downloaded the wood texture and UV textured all of the poles and the screen. Then, I added a directional light, ticked the "box" setting, and set it to face the screen. Since a projector typically flickers on and off before being fully functional, I keyed the light to flicker every other set of frames before staying on. I had to add an omni light to the scene and tone down its intensity as only the illuminated part of the screen would be visible. Finally, I added a camera to the scene, set it to face the screen, and keyed the zoom feature on it so it would zoom in once the light stayed on. This was half of the battle. After working in 3ds Max, I exported the animation and brought it into Premiere Pro. I also imported this Smash clip into the program. Since the original clip of the animation was only three seconds long, I extended the frame of the clip where the directional light stays on for the duration of the Smash clip. I trimmed the clip down to the last few seconds of the match and scaled it down to fit within the illuminated part of the screen. I increased the transparency of the clip by decreasing the opacity to give it an older look. I set a default transition (fade in) at the begin of the clip for added effect. The final step was adding sounds to the video. I got all of my sounds from freesound.org. I imported a sound file of projector noises and had it run from the beginning to end while keying it to be quiet during the clip. I then added crowd cheering and laughter at the end once Mario was KO'ed. The final addition was a "fade to black" transition at the end resulting in this.
Citation: Brady Bryan
For the purpose of exploring the utility of pixel art as well as honoring a popular, recently deceased YouTuber, I decided to create a pixelized version of is likeness. To accomplish this, I downloaded a custom sprite to use as a base. This was going to be overwritten with my own colors and pixel placement. The next step was to create several swatches for Etika (the YouTuber). I created three swatches, one for his skin, one for his shirt and pants, and one for his shoes. The next step was changing his skin color and head shape as the hair of the original sprite obscured the head from being properly visible. This meant that I had to eyeball the head and estimate what it would look like without the hair to cover it up. I also took this time to create his hair. The next step was changing his shirt to red as well as the scarf around his neck to black. I hadn't decided whether or not to keep the belt at this point so it stayed. After that, I gave Etika black shorts and removed the insignia from his scarf. Finally, I had come to the decision of removing the belt and recoloring his shoes and sword. The sword's color was based off of one of his favorite fictional characters, Corrin from the Fire Emblem series. I required a reference image for this process. The shoes were made white and red simply to give them a modern, fashionable look as if they were basketball shoes. Overall, the process took about 30 - 45 minutes. I wanted the give him a halo, but the canvas size was too small. At first, I wanted to create my own sprite of Etika from scratch, but I lacked the skill to do that cohesively. My rule for creating the color schemes/swatches was two pick a single color and then choose two or three darker shades for lighting or creases. The only exception was black as several shades of white and grey were considered and used. As I continues, I felt more comfortable with how the art looked. My one regret, however, was not adding a halo as I think that it would be a good accessory to have, and would give the piece more meaning. May you rest in piece, Desmond "Etika" Amofah May 12, 1990 - June 19, 2019
Citation: Concepts in Order |
AuthorBrady Bryan is quite familiar with blogs since he had to frequently post on his blog in 6th grade. Although its been a long time since then, he still knows what a proper blog should look like. Archives
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