Dr. of Machinima

A blog By Dr. Nemesis following the progress of Binary Picture Show's work, as well as other Machinima.

Aug 3, 2008 at 8/03/2008 09:18:00 AM | 5 Comments
Well, it's been a busy time since I found out I got a new job, and although it's going to get a lot busier in the coming weeks as I have to start packing, I might actually have an opportunity to do a fat chunk of work on Digital Memory before I go!

Even if I'm really busy once I start the job I'll hopefully still be able to do it on weekends, and Kane has said he's still willing to do 3d work even though he's gotten pretty involved in a few coding projects.

Right now I'm preparing the main character, Avatar One, (I'll hopefully release some pictures before I go) and I'm stilling pinning down the final technique I'll use for the other characters. One problem I ran into was the fact that even though I can reduce Daz models to a nice smaller polycount, I don't like their faces when the head gets below 4000 polys, and considering what I'm trying to go for, thats a bit too much for a head. This means I'll most likely have to use heads from elsewhere but this becomes a bit of a problem if the character isnt wearing a buttoned up shirt, cause you can then see where their neck was cut. But I'm working on it.

Also I have had a VERY quick tinker with Iclone 3, and am VERY pleased. As with Beast, Digital Memory needs to be made in 2 different environments. Motionbuilder was the first, but for the other I was looking at Iclone, Sims 2, Antics, Or Second Life.
Because of the abundance of assets I really wanted The Sims 2, but having used that briefly before, it's not my favorite Machinima environment. Second Life would have been good for all the readily available outdoor locations, but I'm not very good at working with Second Life and my computer really isn't tough enough to record smoothly in there anyway.

So it's between Antics 4 and Iclone 3. Both tools have made some great improvements lately. Antics has a new lighting system now so it looks way less pre-vissy and more Machinima-ee and I'll be installing that on my computer later this week. Iclone 3 has a mad torrent of new updates, and since it has a bigger range of 3D assets, it really looks like I'll be using that. BOTH tools have Google Sketchup import abilities and that's essential in this project. More details as I get more comfy with both tools.
Right now I'm really impressed with the new things that Iclone 3 has added. Of big use to me will be the improved camera system and more integrated animation system (now with IK, WOOT!)

Before I leave I have to get some voice recording for Digital Memory done. Will be much harder to find Brits over in Canada and I definitely want some home flavor in the film. Unfortunately that means I'll have to finalize some areas of the script slightly earlier than I'm ready, but it's worth it. Just need to multitask.
Cross your fingers for those screenies of Avatar One. He's being reduced (and re-done in places), and then his rigging might be a slightly complex process cause of his wires and hydraulics (yes, he's a robot!). Lets hope I can get it right :-s

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posted by Dr. Nemesis
Jul 14, 2008 at 7/14/2008 07:40:00 PM | 15 Comments
Yes, earlier today, I received a phone call confirming that.

I've had a lucky time with my Machinima recently. About 7 months ago I was sure that if I couldn't make a reasonable living from Machinima this year I would stop pursuing the possibility.
Not that the situation was looking that grim. Thanks to BEAST I actually managed to become a freelance Machinima artist, and have managed to stay fed on that so far.

However around 2 months ago, paid work took a back seat while I focused on making a cinematic showreel, and then learning the Unreal Tournament 3 engine. The reason for this is, in case you haven't worked it out by now, I had applied for a job at Bioware. One evening at a Machiniplex premiere in Second Life, Michelle had asked me how I'd feel about a job as a cinematic designer. I thought that even taking the time out to try such a thing could be costly if it didn't pay off. I don't think myself much of a risk taker, but I had already gambled 2.5 years of my life for the chance that I'd get a job in Machinima somehow, and I had achieved that at least to some degree. All I needed to do here was stop taking contracts long enough to give this the best whack I possibly could.

At the Beginning of July Lady Mainframe and I got on a plane to Edmonton, Canada. I felt like I had been asked to join the Justice League, or The Avengers, and the Bioware Edmonton office made for a pretty damn cool super hero headquarters. I got to meet a few Machinima community well-knowns like Ken Thain, Paul Marino, who I had met once before, MuNansen, and of course Michelle who I kept in touch with most of the time. If I thought I wanted the job before, by the end of my time at the office I was pretty sure I'd be willing to work there for free!

Anyway the Lady and I had a great time, and we got back to the UK early last week.
And that's why I've been so quiet. I haven't had much time to work on Digital Memory (although I have made some progress on it, which I might blog about later) and as much as this has all been on the tip of my tongue, I made sure to only tell close friends. But it was all a success, and while being a freelancer has had it's moments I'm definitely glad to be joining a team and kicking some ass on the outer reaches of Machinima.

Will I still have time for personal Machinima? Honestly it's impossible to say. I haven't released any personal Machinima since I started freelancing, I doubt it's about to get easier. Whatever happens I do at least hope to remain an active member of the community. Not that I'm that active anyway, but to continue to observe and blog much as I do now. A small part of me does worry that Digital Memory and especially Bouncers, will never be completed now, but we'll see.

Right now I'm still jazzed about the fact that I'll be working on Mass Effect 2.


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posted by Dr. Nemesis