Tuesday 22 February 2011

Double Negative

Here is a life of the things Double Negative are looking for in animation graduates. As I would like to work for them I found this a useful article to look at.

Double Negative Wish list matched to Units.

All major themes below are covered on the animation course;

Team work
1.    Working towards a brief
2.    Dealing with Deadlines
3.    Dealing with Changing Briefs
4.    Estimating task duration and time management.

Foundations

Technical
1.    Basic math’s (vector, algebra, compositing math’s)
2.    Basic physics (classical mechanics, optics)
3.    Colour science ( linear vs log, film look ups etc)
4.    Introduction to renders (rays vs. reyes, scan lines)
5.    Image acquisition (film emulsions, sensors, scanning).

Creative
1.    Traditional Art Skills (composition, Perspective, proportion, colour)
2.    Design theory (Covered in ANI-106)
3.    Animation theory (Contextual studies)
4.    Film Theory (Contextual studies)
5.    Production (covered).
6.    Project management (delivered throughout course)

D-Negative  11 main STREAMS

Match mover – entry point (hopefully covered in Post Production VFX unit)

1.    Assistant TD (entry point)
2.    Modeling
3.    Texturing
4.    Look Development
5.    Lighting TD
6.    Environment TD
7.    FX TD
8.    Rigger
9.    Creature fx/cloth/fur
10. 2D - Integrating shot footage with CG elements.
11. Animation


Match Movers; to be familiar with the following (Most covered in ANI-204)
·       Camera parameters that are required for match-moving (focal length, focus distance, t-stop tilt etc)
·       Mathematical concepts involved in tracking.
·       Knowledge of different tracking software and their strength and weaknesses. (Bijou etc)
·       Knowledge of which types of shots are particularly problematic.
·       Set up tracking markers for a shoot.
·       Body Tracking.
·       Considerations for stereo - something for James Uren to suggest how best we cover this.


1.    Assistant TD (entry point)
Graduate will have a technical leaning. Will work on the pipeline, fx or rnd.
Trouble shooting renders scenes.
Scripting – Python
Pipeline – ways of moving data between departments, caching formats, xmi, JSON, data bases
(We can meet some of these outcomes in specializing in the college render farm process, familiarity with the MAM.)


2.   Modeling

Creators of model assets that look good and work efficiently with other departments like rigging, texturing, lighting etc
·      Study of sculpture, proportion – (
·      need to re-enforce in Life Drawing).
·      Efficient modeling – specific low face count. (ANI-107)
·      (Delivered in Biped).
·      Subdivision modeling, when to add loops (Delivered in Biped). (ANI-107)
·      UV layout – level2
·      Modeling for Dynamics
·      Modeling for rigging – where is the detail needed – muscle systems.

3.   Texturing
(Some areas covered in Digital Environments)
They paint colour textures and control maps for assets. They need to have artistic skills and a good technical understanding of the different maps and resolutions required.
Different types of texture – diffuse, specular gain ad roughness.
Colour space – how texturing fits into a linear colour pipeline.
Texture acquisition – how to take photographs under flat light using polarization etc.
Determining texture detail and resolution based on screen size.

4.   Look Development
Look dev artists apply shaders and textures, match looks and reference and prepare assets for lighting. Pipeline. They need to have a good technical understanding of the rendering pipeline so that the assets they create are optimized to work well in the shots.

·      Light transport and material science. Why different materials look different, what is a BDRF etc.
·      Discussion of different materials/objects – why do they look the way they do, what are the important characteristics, how would it be broken down into shader setups.
·      How Shaders fit into basic renderers.
·      Look dev turn tables – capturing lighting to create known lighting environment.
·      Practical experience matching a reference under a known light turntable.
·      Optimizing renders.


5.   Lighting TD
They will run shots, in prep lighting leads will be setting up the light rigs, look dev turn tables etc.

(Some areas covered in level 2 - need to re-inforce)

Areas of Study

Learn the language of lighting (key, fill etc)
     Learn about real film lights and how they are used.
     Use reference - always have a back plate - reference other shots.
     Look at other films, photography, vfx, animated movies and break   down the lighting, both technically (what lights would you use) and creatively (why was it lit that way)


6.   Environment TD
Responsible for building and rendering environments either as;
Full 3D environments
2.5 D matte painting re- projection.

Areas of Study

2D Paint skills – photoshop
Learning about architecture and possibly geography to get an idea of why environments look the way they do.
Strengths and weakness of 2.5d – whento go full cg.
Technical skills – use of projections etc.


7.    FX TD
Responsible for simulating natural and magical phenomena.

Areas of Study

Physics and maths
Different types of effects tools – particles, fluid solvers, rbd etc
Critically analyzing real and filmed examples. Breakdown the process.
Match specific reference – broken glass, explosions with different fuels.
Tricks and short cuts – comping, re simming with different seeds.


8.    Rigger
The preparation of character rigs.

Areas of Study

Anatomy and skeletal mechanics
Animation working practices – what do animators need?
Technical tools – constraints, muscle systems.

9.    Creature fx/cloth/fur
Developing a believable character with muscle, skin sliding, costume, hair etc.

Areas of Study

·      Anatomy
·      How real clothing is assembled
·      Physics in cloth
·      Study of real materials.


10. 2D - Integrating shot footage with CG elements.


11. Animation
    (We presently cover this area)

12. Matte Painters
Specific highly skilled artists – they often also do concept art.