Film
Part of the body of work at Estlack Sensory Products involves animated film.
One major project that began around 1997 currently has a working title of "Armageddon 2112". This project has gone through a number of menifestations; from a sound installation, to a crude script, it existed as a super-8 film, it was a video element in a sculptural installation. Finally It seemed substantial enough to embark on a more in-depth examination of the thematic content. So, I decided to embark on a more lengthy animated film project.
In it's current stage, it has a completed script, 95% of the voice acting and foley recorded. The sound is being edited and models for animation are being constructed.
Synopsis - This film is a political and social commentary. One of it's main features is that it mirrors the brutality with which mass media handle catasrophes, atrocities, terrorism and exploitation. Numerous references are made throughout the film to historical revision, economic terrorism and propaganda.
- Credits
- President W
- Joe Estlack
- Press Secretary
- Cathy Estlack
- Colleen Rowley
- Sarah Davis
- Vladimir Poopin
- Eric Josoph
- Sigmund Freud
- Ryan Keene
- Agent Peppercorn
- Vince Vasco
- Agent Mechanic 1
- Brandon Jennings
- Agent Mechanic 2
- Dick Estlack
- Agent Beanpole
- Tom Estlack
- Agent Peanut
- Ian Green
- Miscellaneous Agents
- Ian Green and Tom Estlack
- The Foley
- Dick Estlack
- Music
- Tom Estlack, Ian Green, Amy Murray
- Audio Engineer
- MetalDennis - Ground Control Audio
- Animated, Written, Directed, Music, Edited and all other stuff
- Tom Estlack
Test Render: Peppercorn, Final Model
click image for higher resolution
This is a test render of the Peppercorn robot, played by Vince Vasco.
The next couple of steps will be to figure out some rigging for lights when he speaks. There is also a jet engine that will be animated in an upcoming sequence.
Test Render: Peppercorn, Final Model
click image for higher resolution
This is a test render of the Peppercorn robot, played by Vince Vasco.
The next couple of steps will be to figure out some rigging for lights when he speaks. There is also a jet engine that will be animated in an upcoming sequence.
Test Render: Peppercorn, Final Model
click image for higher resolution
This is a test render of the Peppercorn robot, played by Vince Vasco.
The next couple of steps will be to figure out some rigging for lights when he speaks. There is also a jet engine that will be animated in an upcoming sequence.
Test Render: Particles
This is a test render using hypervoxels and particle emitters.
Test Render: Particles and Fluid Dynamics
This is a test render using fluid dynamics from NextLimit's RealFlow 4 software. One of the trick aspects of the workflow is making sure the materials will be applied at render, in Lightwave. Version 9.3.1 of LW was apparently the last stable version, in terms of it's compatibility with RF4.
Test Render: Hair and Fur
Simple animated test render using hair and fur features. Form animated to test how filter reacts to environmental effects like wind and gravity.
Model Sculpture: Figure
the gray coloring on this model indicates a change in the texture mapping. The gray areas become transparent when rendered out, so the model doesn't poke through any clothing it might be wearing.
Model Sculpture: Figure
Head closeup. I had no plan when I sculpted this one. It turned into some kind of scary baby looking thing. I think I have decided that my approach to animating these things would be to do it in a way that isn't "overanimated". You see this a lot in contemporary films. You can't appreciate what's going on in the scene. One of my favorite decisions by a contemporary animator was in a damn Harry Potter movie. They had this grumpy yoda-looking thing that moped around the house. Then it walked toward the camera and just stood there. You just had to deal with what a grumpy spiteful crank this character was. This was refreshing among the tornados of overanimated overanimation throughout the thing.
I did a really quick test on this character, where the forms weren't moving around all crazy, and it seemed really expressive. I didn't even have the eyeballs in the thing.
Model Sculpture: Figure
This is a relatively crude sculpture. But, the last render kind of shows you what is possible with decent textures, well thought-out colors, decent lighting and good render settings.
Model Sculpture: Render with Lighting
I think there was just 1 spot light on this model. It used the "classic" antialiasing (whatever that means), and probably radiosity of 80%. I have extensive experience sculpting the figure in clay, so I went a little nuts with the bump maps. the next step for efficiency would be an investment in a voxels sculpting and texture mapping application.
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