You know, I was telling a story the other day about a man lost in a city that was drowning in a bank of sickly, yellow fog. The man would breathe in the fog with every step, and each time I described it as feeling like it was breathing in fine dust. It would coat his mouth and the inside of his lungs with a sickly sandy feeling, sandy like the sand you'd find at the bottom of a dumpster.
He died later on.
In other, mildly related news, there's been a little bit of progress on that thing called Rain.
Yes, that thing.
Animating is fun, I've realized, but the steps that it takes to get you to a point where you can freely animate can be a rather tremendous pain in the proverbial (or none proverbial, I'm spending hours and hours on end sitting after all) arse.
Luckily I find texturing fun. Though I probably oughta rein it in a little.
In other news, I'm not ready to start animating yet. This is mostly in line with my traditional schedule of work, which typically goes like this: character models, set models, spattered with intermittent work on textures for said models, completion of textures after the models are done and rigged, then with the characters are thrown in, like so many action figures in a massive digital Malibu Barbie playpenhousemansionfortress, and animation, camerawork and lighting all begin simultaneously.
Editing typically comes later, and all at once. Well no, that's not true, editing happens in the beginning, with the animatic and in some senses, the storyboard and the sound design, etc etc. Whatever. Koo koo, potato potato.
Its a(n) order of work that's evolved naturally and makes a lot of sense to me. Imagine the colossal task of building a house. Now imagine that you have to build that house yourself. And then imagine the house has to be able to get up and walk around and conduct itself in an orderly manner, likely involving handling kittens without crushing them.
So I start from the ground up. Make sure I have all the individual pieces before I start applying the duct tape and staples of animation and editing.
Its not exactly easy to monitor, but its safe and its been consistently reliable. Aside from some deviations, in terms of showing things off during critiques, that's how I'm gonna be working.
Its all on my Gantt Chart, I swear. Wherever that is. I might have jettisoned it into space.
The man can't hold me down.
What was I talking about.
Oh yeah: progress.
Here's some snaps of models, almost fully finished, in terms of actual modelling (some tweaks here and there, the fussy things) and partially textured. They're partially rigged too, but there's no good way to show that off until partially rigged = fully rigged.
Here's Kryssi, our pwotagawnist. I mean protagonist.
The background is peach for unrelated reasons.
And here is your friend and mine, the Gas Mask doffing officer figure:
What time do we have, little Timmy?
Oh yes, that's right, that reminds me.
Did I mention that I'm fully two weeks behind in production? So here I am. I'm a month into thesis and playing it like its the first week. Working every day, getting things into place, and I'm still only where I should have been weeks ago.
But I prefer not to worry. Worrying and stressing makes me churn out shit for work. -Utter-. -Shit-. With a capital "S" "H". Just look at the swill that I was making last semester. Yeah, ankle deep mucking around in that is a lot of fun. So no, I'm not going to worry. I'm not going to stress.
I'm done stressing. I've breathed the suffocating yellow fog-sands and found them wanting.
This is my project. You people told me it was my project, and I took that to heart. Now I'm going to make something that I can bear to watch, no matter how long its going to take.
At least then, in the end, no matter what manner of project I end up producing, I know that I am going to have at least -one- dedicated viewer.