I wanted to make sure that B-Roll matched the rest of the video so there were a few factors that needed to be kept consistent.
- Nighttime
- ISO
- FPS
- Filmed in Jpeg
- whip transitions


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I wanted to make sure that B-Roll matched the rest of the video so there were a few factors that needed to be kept consistent.
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Throughout the shoot, we went to multiple different locations.
Overall the Shoot was a success and we managed to get the footage we needed to complete the video.
Whilst the footage was very strong I felt that it was important to go out and get more B-Roll in a similar area to where we shot as due to the time restraints I was more focused on getting the Performances as opposed to getting lots of Broll of the city.
Results
Here are a few of the raw screentakes.
Whilst planning the shoot we had a very limited amount of time with the featured artist to get these performance shots. We decided that the best way to go about getting the shots done was to meet up in central London around the “soho” area and film within the streets of London.
Meet up at Selfridges – 6:00pm
Shoot outside – 7:30 pm
shoot in the mall – 9:30
Shoot at parking lots – 10:30
Shoot at steakhouse – 12:00
Camera – Sony a7s3
Lens – 24-70mm
Lighting – Daw 720 with lightbox
Speaker – Bose
Frame rate – 24fps
Song length – 2:09
BPM – 160
Color Palette – Pink, Grey, Black, Blue
For my FMP after much debate, I have decided to go with the concept of a 3D integrated music video.
The music video is for two artists by the name of 5eb and Osamason
the song is an upbeat tempo that will allow for fast edits and 3D that is high in movement.
Throughout this i will be breaking down each process within the creation of this video.
Planning
Shooting
References
Editing
Compositions
Planning of 3D Elements
FInal Edits
Result
Critical Reflection
After this I was approached by an artist that I work with regularly who goes by the name “sinn6r”.
They were looking for a music video to be created and I thought that this would be a good opportunity to create something really impressive and use it to their benefit by combining it with my final major Project.
the song that they sent me had very spooky and Halloween ask sound to it and the idea to create a Halloween themed music video filled with vfx that are reminiscent of music videos like thriller or other spooky TV shows was an idea that I really thought would work quite well.
I think that the media form of a music video is very welcoming to interesting be effects along with strong performance shots editing compositing and 3D.
for this I would need to create a production plan storyboard build a team for all the equipment we would require on the day have a full day shoot and then still be able to pull out the vfx in the Edit.
Developing the concept for “neighbour”
I wanted to create a halloween themed music video,
for this i would be taking references from motion pictures for inspiration on shots cocnepts adn VFX
references
Beginning concept
Dominic O’Donnell
22007372
Throughout brainstorming for my final major project I came up with the idea to do a fully animated music video.
I really wanted to make a music video as this is the direction that I am heading in and I am very interested in the music industry and being a videographer that works within it.
Therefore I wanted to increase my portfolio and really push the boundaries with what I thought would be possible to create.
My initial idea was to create a video game-esque music video that would have no live action footage and would be completely computer generated.
Below is the slideshow plan that I created as a proposal for my final major Project.
Whilst i felt that this concept had a strong idea and could have been really good, i wanted to create something that would be a little bit more impactful.
The concept of fully 3D modelling a music video had Pros and Cons
Pros
Cons
Reflection
For my personal project I went with creating an ocean simulation. I’m happy with the results of my ocean simulation and the boat model that I used. The model I used for the boat is actually downloaded although the purpose of my personal project was not to model a boat but rather to be able to use a model within a simulation.
I felt this was important as for my group projects that wanted to focus on modeling and learning how to create and texture some models therefore I wanted to challenge myself to be able to use it in a simple simulation.
Although the only thing that I would be interested to recreate is to do something similar in another 3D program.
I did this simulation in blender, the reason for this is I felt that it was a program that I was interested in although I had a sincere lack of knowledge on how to use it.
I wanted to challenge myself as I felt that I was getting more confident in Maya and nowadays it is important to have a wide range of understanding of different 3D programs.
The result was quite good. The reflection and textures of the water are something that I’m very happy with and the colors and different reflective aspects of the water make it look realistic and professional.
I was really happy to be able to make a simulation where the camera was moving up and down with the focus of the simulation. there were some challenges with creating this project the majority of them were technical and I was able to get over them through trial and error although I did follow a tutorial throughout this project which really made a big difference. Although following the tutorial doesn’t not mean that everything will come easily even though it does help.
I also enjoyed the process of bringing the 3D render into a compositor was quite successful, i think the color correction, rain and thunder made a big difference to the escapism of the clip.
I also think that the sound design made the project alot more intense and really pulled everything together.
Reflection
Overall, I am very happy with my role as a CG model within my group. I think that I was able to achieve what my group needed and I was able to contribute properly to the requirements of my group. I learned a lot throughout this process, especially my skills within substance painter. Some of the most useful things I learned was
Prior to this project I had not successfully UV mapped a model before, although with the help of coursemates and online tutorials I was able to wrap my head around the concept and understand its importance as a modeler.
I also honed in and improved my modeling skills, there were some specific tools that i think i was able to get a much better grip on than i had before such as
One of the main things that I was able to improve on was my ability to collaborate without those on a 3D project. I felt that before I had limited understanding on how to bounce objects and files between people in order to collaborate properly. I was able to learn how to work with others on getting feedback and improving the end result of my projects by asking for opinions, feedback and constructive criticism.
The three different objects that I modeled were a coffee table a couch and a stack of Internet servers. I would say that my most difficult object to model was the coffee table as this model had multiple different layers to it which made it difficult to UV map and texture properly.
I particularly enjoyed creating the couch as it was a clean process as I had a strong reference to go off of. I actually ended up completely redoing the original couch I had made as it was the first model that I attempted to create and my original design was not accurate enough to the reference. when I went for a second attempt I got a much better result as I was following much closer to what my group needed and therefore I was more confident in my modeling.
Overall I feel like I have learned a lot from this project and I am very happy with the result. The feedback from my group has been positive and I am looking forward to doing more modeling in the future and I am very keen to continue learning my skills within this area of 3D.
REFERENCE
For the construction of the model, i wanted to ensure i had a very simple approach and not overcomplicate the shape.
I use the cylinder shape to make this handle and then curved it.
I then used the slice tool to cut shapes out of the servers and extrude them backwards
i also added separate objects to create buttons and other features
The servers were then duplicated at the the same distance so they were a consistent height.
This was the final render of the server in Substance painter, at this point it had been UV Mapped out and textured with a metallic finish to comply with the reference.