Monday, January 31, 2011

Final Intro Video

After more than 7 weeks of hardwork, the result is pretty much what I expected. It's even more pleasing than my AV minor I should say :D



In comparison with another version with different music:

Sound Editing

Due to the time constraint, the music of the intro video was not originally composed. With the assistance of Chin Chan Shen from FA, we sliced the background music of Nike ID ad by Fantasista Utamaro and remixed it with a few sound effects.

However it turned out didn't match with the video, so we decided to create another version by remixing a few 8-bit songs by YMCK.


After the mixing is done, we sent it to a few friends and asked whether which version sounds the best. Most of the comments said the first version (nike ad) is more special and more provoking than the second version (YMCK 8-bit song), so we dropped the second version and fine-tuned the first version.

Please refer to the final video for comparison between the 2 versions.

Animating Smokes

While most of the smokes were hand-drawn frame-by-frame, the missile trail in the rocket scene was created using CC Partycle Systems II in Adobe After Effects.

Picture on the left shows the setting that I used for the smokes. The "Longevity" and "Birth/Death Size" determines how each particle decays after a period of time.

The "Opacity Map" and "Max Opacity" were set to "constant" and "100%" so that the particles don't fade out when decayed.

Lastly, the "Position" is rotoscoped to follow the missile so that it creates a smoke trail behind the missile. (the red cross on the missile in the picture below indicates the particle producer)

Drawing Smokes

Drawing smokes was undoubtedly the biggest challenge for me because I never tried anything as dynamic as this (oh that's before I start drawing water and clothes in the future).

In my mockups, the smokes were drawn with the same workflow as I always use, which is outlining, colour filling & shading.


This kind of smoke looks quite good in stills, but soon you'll discover that with this workflow, it could take more than a week to draw a 25-frame sequence of expanding/contracting smokes. Thus a more efficient workflow must be developed.


After many trial-and-errors, I found this technique pretty flexible and the result is quite pleasing. The concept is to draw the smoke using only a single stroke of brush, with the following settings:
Spacing: 34%
Size Jitter: 43%
Scatter: 36%
and then apply a stroke and a hard inner shadow to the layer, and there we go, a stroke of smoke!


These are some of the demonstrations of this technique. This is a 7-frame sequence of an expanding smoke.


This is a 5-frame sequence of another expanding smoke.


And this is a 9-frame smoke transition.

Digital Mockup

Digital Painting Workflow

1. First of all, a rough sketch is drawn by using a Wacom tablet directly in the Photoshop canvas. I did not scan the hand-drawn sketches because I wasn't satisfied with the design in the first place.


2. Outlines are traced with both vector path and 4px fixed-width raster brush.


3. The shapes are then filled with base colors by using brush and magic wand tool.


4. Shadows are then added in clip-masked layers.


5. After that, the outlines are filled with colors.


6. Lastly, some final touch-ups are added to fill in every corner of the composition.

Early Mockup

These are some of the early mockup sketches. The digital ones have a different interface but basically serve the same contents.






Contest ideas

To draw media attention and go viral, a contest or a game should be added to boost its sharing value. Here are some of the early ideas that I came out with:

Design Motives

Followings are some of the random design motives that I could think of. Each of them is labelled with possible pages that could place the element.


Followings are two loading pages based on the design motive sketches above. The final loading page was based on the lower design, but spits rainbow instead of random stuff.