So, the props have been built (well most of them), placed into the scene and lighting has begun! This is just roughly placed in to get an idea of what the final image is going to look like and, more importantly, to check the maps are in working order. Especially for the wall which is the main texture center piece for the scene.
It began with adding in spotlights originating from the point lights modeled in the scene which isn't yet obvious as the lights themselves aren't lit. Also, the decay on the lights needs to be added and adjusted to create a more realistic light set up and also a lighting that won't wash out the floor or the potentially the characters when moving to the center of the shot. What else needs to be managed carefully is that the texture is not lost on the floor which should have the same amount of detailing as on the walls.
After adding decay and glow effect onto the lights, it is much more obvious to the viewer where the lights are originating from and the scene is no longer washed out. However, the floor detailing is still being lost. Therefore, the normal map needs to be changed to a displacement to key the detailing in the scene. In terms of props, a spare rig arm is to be added on the shelf on the left and pillows in the shape of the MAYA 2012 logo are to be added to the benches as well as the final textures to be added. The only major experiment now needed in terms of lighting is that the logos above the door need to light individually to display loading times of the rig into MAYA which will be sorted this week to start Will's project next week.
Friday, 21 February 2014
Inspiration: Martin Teichman
I came across Martin Teichman's work in Crisis 2 whilst researching cg examples of back alleys for Cloud's project. Although not necessarily a back alley, being a rooftop, the scene does have the style and feel of an alleyway. If you look at the Rooftops - Interiors 2011 work from Crisis 2 on his website (http://www.martinteichmann.com/), there are the following examples:
What is interesting is the repetition of windows which I have in my scene. However, they are not as obvious in Teichman's work because of the other props added into his scene. For example, the air vents or fire escapes.
Inspiration: Tim Spanjer
While looking for low poly environments and props and more importantly, the best techniques to create them, I came across this artists whose attention to detail really exited me.
A cg artist residing in Atlanta, Georgia, Tim Spanjer works mostly on game environments. Everyone should check out his website at:
http://timspanjer.com/
Here are just a few examples of his work:
A cg artist residing in Atlanta, Georgia, Tim Spanjer works mostly on game environments. Everyone should check out his website at:
http://timspanjer.com/
Here are just a few examples of his work:
Notice the added objects/bricks on the floor tiles to avoid the floor seeming flat. |
I especially like the format of presentation of the work here showing the breakdown of the prop. |
Although I'm a long way off from finishing clouds project, this has given me inspiration and further understanding of the possible quality for the final outcome which is really exciting! So, thank you Mr Tim Spanjer!
Wednesday, 19 February 2014
The Waiting Room: Introduction
This project is a short film poking fun at the differences between the old and new rigs in MAYA. It is set in hardware storage as if the two rigs are waiting to be loaded by the MAYA user. Therefore, a strong look of futuristic/technology is needed. However, it is also at the request of the director for the scene to extremely minimalist avoiding any distraction from the characters and acting which creates the challenge of this project.
This is the brief layout agreed between me and Chaitan earlier in the year.
As you can see, there is one door, one light, two beds/benches, two shelves and then a sign on top of the door to display when the characters need to be loaded which isn't overly obvious in this render. In terms of modelling, Chaitan wants animation themed props. So this could included wooden mannequins, animation books and he's suggested a spare part for one of the rigs to place on the shelves. Op top of this, replacing the cylinders with chains to add extra detail to the scene. Other than this, all detail is to be added through texturing as shown in the pre-viz below:
Although this will serve as the main inspiration for the project, it has also been said that a brighter, sterilised, hospital feel would be more appropriate and maybe spotlights instead of one main light source to avoid shadows in the top corners of the scene.
Yesterday was spent creating the props as shown below:
This is the brief layout agreed between me and Chaitan earlier in the year.
As you can see, there is one door, one light, two beds/benches, two shelves and then a sign on top of the door to display when the characters need to be loaded which isn't overly obvious in this render. In terms of modelling, Chaitan wants animation themed props. So this could included wooden mannequins, animation books and he's suggested a spare part for one of the rigs to place on the shelves. Op top of this, replacing the cylinders with chains to add extra detail to the scene. Other than this, all detail is to be added through texturing as shown in the pre-viz below:
Although this will serve as the main inspiration for the project, it has also been said that a brighter, sterilised, hospital feel would be more appropriate and maybe spotlights instead of one main light source to avoid shadows in the top corners of the scene.
Yesterday was spent creating the props as shown below:
The lighting has been changed to spot lights. All that remains now is to add the texture - which is todays job!
After that it is perfecting the lighting which may prove an issue with the spotlights, but time will tell!
You can see the progress from the director's point of view through Chaitan's blog at:
http://chaitan-joshi.blogspot.co.uk/
http://chaitan-joshi.blogspot.co.uk/
Tuesday, 18 February 2014
The Pursuit: Confirmed Shots
The shots have been confirmed and textures have been added so its becoming a very exciting time working on The Pursuit!
Here is a shot break down of how everything is looking so far:
SHOT ONE
SHOT TWO
SHOT THREE
SHOT FOUR
SHOT FIVE
[Still under construction / being decided by director]
SHOT SIX
SHOT SEVEN
[Still under construction / being decided by director]
SHOT EIGHT
SHOT NINE
SHOT TEN
SHOT ELEVEN
SHOT TWELVE
SHOT THIRTEEN
SHOT FOURTEEN
[Still under construction / being decided by director]
SHOT FIFTEEN
[Still under construction / being decided by director]
SHOT SIXTEEN
[Still under construction / being decided by director]
SHOT SEVENTEEN
[Still under construction / being decided by director]
SHOT EIGHTEEN
SHOT NINETEEN
SHOT TWENTY
SHOT TWENTY ONE
SHOT TWENTY TWO
SHOT TWENTY THREE
SHOT TWENTY FOUR
SHOT TWENTY FIVE
SHOT TWENTY SIX
SHOT TWENTY SEVEN
SHOT TWENTY EIGHT
SHOT TWENTY NINE
SHOT THIRTY
[Still under construction / being decided by director]
SHOT THIRTY ONE
SHOT THIRTY TWO
SHOT THIRTY THREE
SHOT THIRTY FOUR
SHOT THIRTY FIVE
So, textures need to be added, and adapted. Displacement maps are definitely needed in this environment as are more props. All in all, I'll be course's honorary hermit for the next few weeks!
This week, however, I move on to Chaitan's project of "The Waiting Room" creating another environment though with this a more minimalist approach is required as explained in my post tomorrow bringing everything up to date with that project so far!
Here is a shot break down of how everything is looking so far:
SHOT ONE
SHOT TWO
SHOT THREE
SHOT FOUR
SHOT FIVE
[Still under construction / being decided by director]
SHOT SIX
SHOT SEVEN
[Still under construction / being decided by director]
SHOT EIGHT
SHOT NINE
LOVE the shadow from the balcony window and think the bin bag in the delivery cage is going to work well too, once the alpha maps are placed on the cage walls to portray the wire mesh. |
SHOT TEN
SHOT ELEVEN
Shadow again working well! Thinking more props would be advantageous in this shot though - if only a small bin cast to the side of the pathway. |
SHOT TWELVE
SHOT THIRTEEN
SHOT FOURTEEN
[Still under construction / being decided by director]
SHOT FIFTEEN
[Still under construction / being decided by director]
SHOT SIXTEEN
[Still under construction / being decided by director]
SHOT SEVENTEEN
[Still under construction / being decided by director]
SHOT EIGHTEEN
SHOT NINETEEN
SHOT TWENTY
SHOT TWENTY ONE
SHOT TWENTY TWO
SHOT TWENTY THREE
SHOT TWENTY FOUR
SHOT TWENTY FIVE
SHOT TWENTY SIX
SHOT TWENTY SEVEN
SHOT TWENTY EIGHT
SHOT TWENTY NINE
SHOT THIRTY
[Still under construction / being decided by director]
SHOT THIRTY ONE
SHOT THIRTY TWO
SHOT THIRTY THREE
SHOT THIRTY FOUR
SHOT THIRTY FIVE
So, textures need to be added, and adapted. Displacement maps are definitely needed in this environment as are more props. All in all, I'll be course's honorary hermit for the next few weeks!
This week, however, I move on to Chaitan's project of "The Waiting Room" creating another environment though with this a more minimalist approach is required as explained in my post tomorrow bringing everything up to date with that project so far!
Wednesday, 12 February 2014
The Pursuit: Walls and Floor
Instead of grabbing textures from the good old Google, I decided to try and make these textures from scratch with the help of "Game Environments and Props" by Michael McKinley (2010). The technique involves creating the texture high-poly-brick by high-poly-brick and then baking that information onto a place. This way, I can have complete control over paving patterns for the floor tile as well as deterioration/ wear and tear of the bricks for the building. The diffuse, normal and AO maps were created and modified in Photoshop to enhance them further. What worked especially well was creating a normal map through Crazy Bump of an existing photograph of brick and then layering this over the normal map created in Maya to give extra detail to the grain of the brick and stone. I then placed the final normal map back into Crazy Bump to help modify and control the intensity before arriving at a finished product.
In terms of the diffuse, the original black and white image created in Maya was layered with the AO map to add definition to the detail before layers of tarmac, stone and cracks were placed on to add realism.
Looking at the texture placed into the scene, the normal map reacts well to the added point light from a distance, but whether or not a displacement map is needed will depend on the decided shots from the director which is expected shortly!
In terms of the diffuse, the original black and white image created in Maya was layered with the AO map to add definition to the detail before layers of tarmac, stone and cracks were placed on to add realism.
Looking at the texture placed into the scene, the normal map reacts well to the added point light from a distance, but whether or not a displacement map is needed will depend on the decided shots from the director which is expected shortly!
Thursday, 6 February 2014
Inspiration: PIXAR
I wanted to begin this blog with the studio that have inspired me most. As cliché as it sounds, as, everyone loves Pixar - they are the first. They had the vision and inspiration to create the luxo lamp short in 1986 and then the determination to not sit on success but push further still. From creating worlds in cars, underwater or floating away in a house lifted by balloons, Pixar push the boundaries of technology to achieve the best visuals and story-telling possible. This is shown through their award success including 27 Academy Awards, seven Golden Globe Awards, and eleven Grammy Awards, among many other awards and acknowledgments. Finding Nemo, The Incredibles, Ratatouille, WALL-E, UP, Toy Story 3 and Brave were all Academy Awards for Best Animated Feature.
So in terms of whats on paper, PIXAR tick all the obvious. But what inspires me the most from this company is the work, more specifically the detail of the environments. For example, the mountain terrain of cars is made of millions of triangles with scenes taking over 3 months to render! Because their films are so varied, so are their environments. From camcording the garden outside the studio to visualise the world from ants point of view in Bugs Life to endless visits to aquariums for Finding Nemo. Research is flawless and the results are mind-blowing!
For example:
For example:
Throughout all of the scenes,the colour schemes match the feel and style of the narrative and is something I need to be constantly aware of with The Pursuit!
Wednesday, 5 February 2014
Backed-up Pursuit
Since I have already started modelling alleyway props and composing them into a scene, I guess it makes sense to put up a post bringing everyone up to speed! So far, the majority of the props have been built so streetlights, delivery cages, fire escapes, dumpsters, windows, doors and bin bags- the trick now is to make the alley look lived in. The director says as if it is an alley between the back of shops.
Having looked online, specifically photographs, it seems that it doesn't require a lot in terms of props in order to make the scene look full. For example:
However, when researching CG examples, it seems a lot more props are needed in order to ensure the scene looks full.
Ignoring the fact that the models are still low poly and as of yet to be textured, I began to place in the props to see where the environment stands compared to the photographic and cg example.
So far, the detail is placed on the upper levels of each building through fire escapes, streetlights and other props which potentially could provide some "happy accidents" in terms of lighting but more definitely needs to be added on the ground level - or at the very least, the extreme 90 degree angles beveled or erased in some form. Therefore, the next step is to start adding textures and to the walls and floor to see how this effects the scene and if, with texture and lighting (even if crudely placed in for now) extra props are still needed.
Having looked online, specifically photographs, it seems that it doesn't require a lot in terms of props in order to make the scene look full. For example:
However, when researching CG examples, it seems a lot more props are needed in order to ensure the scene looks full.
Ignoring the fact that the models are still low poly and as of yet to be textured, I began to place in the props to see where the environment stands compared to the photographic and cg example.
So far, the detail is placed on the upper levels of each building through fire escapes, streetlights and other props which potentially could provide some "happy accidents" in terms of lighting but more definitely needs to be added on the ground level - or at the very least, the extreme 90 degree angles beveled or erased in some form. Therefore, the next step is to start adding textures and to the walls and floor to see how this effects the scene and if, with texture and lighting (even if crudely placed in for now) extra props are still needed.
Subscribe to:
Posts (Atom)