Category Archives: 15 Second Short

Additional Feedback


  • Consider using an Image Based Light (IBL) with a texture to get reflections
  • It will make the marble look less CG


  • Adjust the lights to help define the facial features
  • Maybe a back light/rim light etc.


  • Consider a test where the pipes key frames are offset so they don’t start and end at the same time
  • Overlapping animation

Rendered images

I just decided to pool together various screenshots that I’ve taken throughout the process. Some of them are just various poses that I’ve tried, different textures, or lighting.

Note: In the later red rendered images with the dreadful looking grey shadows, Mark told me about light linking and then I was able to remove them so that we don’t have to worry about them in our final animation.

Rendered Head Shots

I tried out different glass textures for the head model that Aidan modified.

Glass solid:


Screen Shot 2015-10-22 at 00.19.45

Green & blue (added a ramp shader):

Screen Shot 2015-10-22 at 00.15.13

Glass frosted:

Screen Shot 2015-10-22 at 00.34.00

We ended up choosing frosted glass for the final texture because it had much more of an ominous feel about it.

Screen Shot 2015-10-21 at 23.56.42

I’m so excited to see this animation when it’s all pieced together, I think it will look awesome! Just have to make sure the sound is up to par with everything else.

Note: In abstract animation, it is often interpreted in many different ways by each individual member of the audience, which we understand. That being said, we made certain choices in our animation which to us symbolised different elements that are related to Alzheimer’s (these choices are detailed in my folder).


The reason why it has taken us so long to actually comprise an animatic is because we weren’t entirely sure how to communicate our concept on paper, and had already created playblasts of the movements of the camera and various objects that we wanted in our animation.

So it seemed rather redundant to then go back and make an 2D animatic of what we had already done, when we essentially had the majority of our animation roughly done in 3D.

However, we decided it would be best to create an animatic- since it was one of the requirements in the brief.


This is a very rough 2D animatic of our animation, without sound as we are still uncertain as to which approach we want to adopt to it; do we want to create a soundtrack with synthesisers, or, do we want to use distorted voices?

This 2D animatic doesn’t fully illustrate the movement of the cubes and cylinders (what I keep referring to as “pipes”) that we actually have, as it is time consuming and there are already play blasted versions of this in my previous posts.

Colour Scheme

We finally decided on blue and green to be the colours of our objects as they are the main colours of the Alzheimer’s Society’ logo.

The face and some structures will be black to add to the ominous atmosphere.

The textures that we will mainly be using are glass solid and blinn for the background.

We chose these textures because I modelled a marble following a Mike Hermes tutorial (cited at the bottom) and we were impressed with the high quality finish that it had.

Marble attempts:

We believed that the polished aesthetic would look far more professional in our animation and really raise the standard of it overall.

Having seen a few rendered shots of our scenes, I believe that we have fulfilled one of our objectives of creating a visually compelling animation.


Hermes, M. (2014). Maya 2014 tutorial : How to model and texture a marble. Available: Last accessed 20th Oct 2015.


Playing about with gamma:

I wasn’t sure if you could adjust the gamma of a series of rendered shot in check and did a quick test to see if you could, which you can. Here are the results.

01- silver and black:

02- black and white:

03- silver and white:

Testing colours for scenes:

White and black:

Red and grey:

End scene:

Working out camera movement:

Full Scene: 


Marble movement: