The Project Description
Follow this blog to find out where, when and what has been going and hopefully get an insight into the way i work with in a group.
Monday, 28 April 2008
UVing the main chamber.…how boring!!
Friday, 25 April 2008
Jungle Lighting Tests
Today Jenny, Jono and myself sat down with the intention of pinning down a lighting style for the jungle set. I sat in as a tech for this and operated the mouse. The lighting Jono and Jenny took much consideration over and together the 3 of us figured out how we could get a nicely lit, convincing scene with a low render time. Maya Software was our only option and due to the busy nature of the set the render times we’re expected to be high. However, much to our surprise it was only taking a minimum of 2 minutes and maximum of 3.
First attempt!! one ambient and a spot light...how primitive!
----------------------------------------------------------------
The floor was to dark so we changed that and added shadows to the spot light we had and then added another one as a fill light.
----------------------------------------------------------------
Added some environment fog...
----------------------------------------------------------------
We seriously lowered the ambient to place emphasis on the spot light and give the jungle a more enclose feeling.
----------------------------------------------------------------
Finally we placed some spot lights in the back of the set to light up some areas and give some depth to the scene.
Tuesday, 22 April 2008
Statue Modeling
----------------------------------------
This is a screen grab to show how the statues compare in 3D next to their respective designs
-----------------------------------------------
This a screen grab of the two statues in the environment; the image gives a good understanding of spacing and scale, and fits the original design nicely.
Altar Modeling
The Altar was a model i started to attempt back in January, but decided to step back and plan before i just spontaneously modeled just anything. Then it seemed not necessary to work on assets at that time. Friday 18th i spent the day on it and modeled it in a total of 6-8hours. I was not only impressed with the time it took but more so the outcome. Although not being the highest poly model, it holds a lot of vital detail and once the normals are sorted out the model will have a more pleasant visual appearance.
Although not totally UV-ed yet, the model is almost ready for texturing and has been placed in the environment and fits nicely as you can see in the images below. The final touches to this set will include dressing the set with plants and clutter such as rock etc.
-------------------------------
----------------------------------
Friday, 18 April 2008
Render Timings
A provisional look at some Maya Software render options, i noticed that i would be looking at a maximum of 1 minute per frame, due to the shadows only relying on depth maps rather then Ray tracing etc. However the renders had an albeit crisp, but very CG side look about them and seemed to be missing, for lack of a better word, substance and depth (Fig.1)
The final Gather pass that i did (Fig.2) looked pretty good, although in my opinion wouldn't be much good unless we used object lighting, due to the environment being enclosed (still need to do some tests for that). Never the less, i thought i should consider the option for time management and get a rough, intial, idea of how long that may take. The quality, i felt wasnt what we wanted, however, without textures in the scene and it being only one light, its difficult to judge. Personally, this type of rendering is a big no no!! The Final Gather renders took an average of 2 minutes per frame.
Another test i did with a new technique i found out from Jenny, was Sun and Sky simulation; a mental ray node that uses a directional light and preset settings, utalising a combination of final gather ray tracing and possibly abient occlusion to simulate an exterior atmosphere. Although refinement would be needed, the below render (Fig.3) gives an idea of quality and style. One which i think is a potential for our jungle environment lighting. However a much more ambient style of lighting is going to be needed for the inside of the temple. The Physical Sun and Sky renders took an average of 3 minutes per frame; when noting thats without textures, i'm not to optimistic that we'll have enough time to render these frames, but we'll see.
Thursday, 17 April 2008
Animatic
Direction
The Schedule for this term looks as follows:
This shows a very basic version and all our group members have been encouraged to create and comunicate their own personal schedule. This will take pressure away from Jono and Myself so far that we can concentrate on meeting our own personal deadlines.
Shot Composites
Start of Chamber Modelling
With my intention of entering the industry as a 3D artist, i took on a strong modelling role and decided to attack the temple chamber. The modelling started off slow due to insufficient concept designs, but with alittle of my own creativity i worked with what i had (the birdseye view shots) and created the style that will most probably control the entire look of the interior of the temple.