Categories
Advanced & Experimental Group

Week 8

This week I worked on optimising my models, getting them approved by teachers and my group, especially my CGI Lead, and making sure it was uploaded to the group drive to put into the scene.

First, I decided to change my HDRI, as feedback from my last upload on Ftrack for my terminal was that my model had too much gleam coming from the highlights. I picked a simple studio to ensure lighting wasn’t too powerful and there was no hues of other colours.

I then made sure specular and transmission was lowered slightly on my materials, and dropped the intensity slighly on the lighting.

More feedback recieved was that my models included too much noise, and the render quality needed to be increased. I solved this by increading the resolution of my render, and importing this to Nuke, where I then used the denoise node to ensure all noise possible would be improved.

I then uploaded this render to Ftrack.

This was then approved.

I then made a 360 degrees render of my control desk, which was my second asset I had been working on alongside the terminal, and uploaded this on ftrack for feedback.

This was also approved.

I then decided to check in with my CGI Lead to ensure there were not any more changes needed before I started on my third asset, and uploaded these to the drive. My feedback from the group was that my model needed to be optimised as some meshes were too heavy. Especially the type meshes for the letters on the keyboard which I though may be a problem we run into.

I first worked on reducing the topology on the mini screens as these were quite heavy too. With deleting the unessesary edges and making sure there were no n-gons, these were way less heavy for the model and scene.

Next, we decided it would be best if my keyboard was textured instead of having type meshes for each letter. After fixing the UVs on my keyboard by deleting unsessesary faces and changing the UVs to planar view so they weren’t slanted, I turned to adobe substance to create a plastic grainy texture, and used the font stamp to create every individual letter printed on the texture.

I then exported this texture, and made sure all of the height, metalness, normal and base colour files were uploaded to the right places using the nodes on the hypershade tab.

This lowered the heaviness greatly. I then uploaded all my textures and models to google drive. However, I discovered selecting ’embed media’ this imported the models with some textures ready for opeing in maya. I informed the CGI lead as this would mean he may not have to link every png file to every part of people’s models and this would reduce tiime speant doing this.

I then requested to see my model in the pre vis of the room, to see lighting and placement in the scene. This is my model in the draft room:

With these models approved, I can move onto modelling my third asset next week.

Leave a Reply

Your email address will not be published. Required fields are marked *