Categories
Advanced & Experimental Personal

Week 2

This week I presented the presentation I made last week. The feedback I got is as follows:

  • It is a really focused project which is positive as I can perfect this without taking on too much.
  • I should try to implement an element which would stand out on my showreel when looking for a job, for example; showing the weapon implemented in a games software or adding game FX within my design.
  • It was good I was leading this project knowing what industry I was striving towards, and that I made this project proposal with that in mind.

After some thinking and time for evaluation after this presentation, I decided to go ahead with the fantasy sword idea. This would not only offer more of a creative and design offportunity, but the modelling would be less geometrical and more freehand, which is something I would like to develop, and something I prefer within modelling and visual effects.

I decided I will definately be going ahead with the animation of a glowing floating orb within the weapon design. Similar to the orb seen in this picture:

Orb inspiration

I also am going to add a fire or illunimant animation radiating from the blade. Fire and fog is something I havent experimented with yet, so this will be a huge learning development for me.

Blade radiation inspiration
Categories
Advanced & Experimental Group

Week 2

This week we established a main style of the lo-fi technology seen in ‘Alien Isolation’, the group were more than happy to go along with this as the screenshots I presented fitted perfectly with the design and concepts we all had in mind.

This led us to have several meetings mapping out which assets the Look Dev artists will do. My idea to make a terminal for the room was granted by all members as this was a crucial asset for our design plan, and the references I showed the others would fit the room perfectly. We went over the brief again and designated the compulsary assets to other Look Dev artists to ensure we did everything we needed to.

Our CGI lead also gave us a scale reference file of a man in Maya to ensure we are all making models to scale.

Scale reference

He also made a rough plan of the layout of assets, giving me a clearer picture of where my terminal will be, and what they layout will be in terms of design and scale.

Room layout concept

Going ahead with all of this new information, I decided to start making the basic shape of ther terminal. Using my reference picture earilier, I made a basic shape of a terminal and practiced more of using the sculpting tool, and the bevel mesh tool, to create a rounded screen.

My aim is to make this terminal very detailed with appropriate texturing, and if I have time, to model another asset for the project that me and my group may need to improve the overall project.

Categories
Advanced & Experimental Personal

Week 1

Over the easter break we had to think about what we wanted to do and develop in our Personal Project.

I created this Personal Project Proposal this week, ready to pressent to our course leader for feedback. Please scroll through the PDF:

Categories
Advanced & Experimental Group

Week 1

Our group had picked the genre ‘low-fi’ for this project. I wanted to try this out as I have never experienced VFX of an old fashioned aesthetic, and I already had ideas and referneces I wanted to input to this project. Our task is to take a 10 second shot of an empty corridor and input tracked CGI assets and other visual ammendments to create a lo-fi styled corridor.

I chose the role of a Look Dev Artist, as modellling is something I want to develop especially in my personal and final project, so any development in this field is very helpful for my portfolio and future in VFX.

We decided on the sub-genre of ‘Cassette Punk’. Old fashioned technology that was thought of to be ‘futuristic’ in the past. I immediately thought to the game ‘Alien Isolation. When I had played this one of the things that stood out to me was the technology in the game on board the spacehip.

When it came to making our mood board I decided to take screengrabs from this game I had found during my research online and input these for inspiration. Our moodboard is here:

Group Moodboard

Here we can see we have established our consistent aesthetic we want to portray.

We then had our first meeting to talk about what each one of us should work on. As a modeller, I had to think about what my main asset to design would be. Given I was so passionate about lo-fi technology in games, I decided to say I wanted to create a terminal for the shot.

I used an ‘Alien Isolation’ screengrab as my main inspiration as to what I would like this asset to look like:

https://www.reddit.com/r/alienisolation/comments/qyr8q7/some_pictures_of_the_technology_around_the_game/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Categories
Advanced & Experimental Nuke Development

Nuke development – Week 9

This week we were carrying on with the side tasks we were given during the completion of the garage project. I worked on green screen work and the scene of the girl in the snow.

I used the keylight node and then the eyedropper tool to remove the green from the greenscreen. I then merged the origonal scene with the background of the snow.

I then premulted the greenscreen scene which added more detail to the hair strands and set it apart.

Node map

I then needed to adjust the levels of colours emmitting on the keylight node, to make sure no details were lost of the girl and her hair during motion.

Keylight node

I feel like this enabled more detail to come through and it less obvious this was made from a green screen.

Final green screen result

Categories
Advanced & Experimental Nuke Development

Nuke development – Week 8

This week we looked at motion vectors, and more greenscreen work.

We were given homework to remove markers on an actress’ face, these are the markers you see in facial motion detectors for CG characters. To do this, i used the roto paint node which allows you to use clone to remove marks by pasting colours from directly nearby the mark is you want to remove, and painting this colour over it on the scene. I tried to make this as realistic as possible, blending the parts of her skin in and making sure it wasn’t obvious where the markers were.

Roto paint cloning to remove markers

I then worked on the feedback I had given to me about my garage project. I used the colour correct node to reduce the highlights on my tyre, so it would blend into the realistic CG comp more.

Feedback input to my garage project

This week I was overlaoded with collabrative unit work, so I had little time to work on more Nuke and Maya work which I acknowledge, and will prioritise catching up on this in the upcoming weeks and over easter.

Categories
Advanced & Experimental Maya Development

Maya development – Week 8

This week I needed to finalise my animation and render it out.

I started on working with the UV editor to perfect my textures, as some of them looked stretched out. I scaled the UV shells to line up with the texture, and this enabled them to look much more realistic on the pipes, and created consistancy on all the pipes in the animation.

I then perfected the texturing on the gears themselves too on the UV maps, and some minor colour correction.

Gear textures

Next, I noticed my animation didn’t have the perfect loop. Being that the textures were so detailed, you could tell the switch when the video ended to when it started due to the placement of the textures changing. I decided to avoid this I needed to make the gears turn a full 360 degrees so that the texture would arrive back in it’s original starting place at the end. I had to increase the animation to 160 frames to enable this as the animation was too fast if it was only 80 frames. I had to sync up all the gears to turn 360 degrees exactly, or 360 degrees plus 180/360 each round for the smaller gears. I then made sure the teeth linked together by editing the offest at the start and adding it on the the final translation at the end of the animation.

Updating gear animation
Updated gears animation

Being that my animation was longer now I needed to add more balls dropping and keep the ring turning. I duplicated the balls and animated them falling at the right time again. I also updated the ring animation to keep turing for the whole duration.

Ball animations extended

I was then ready to render my animation. After it was rendered I went into nuke to colour correct as it had rendered out lighter than anticipated.

Final render
Categories
Advanced & Experimental Nuke Development

Nuke Development – Week 7

This week I needed to work on getting my garage project finished with the deadline quick approaching. I first needed to merge all my compartments of my nodes together sucessfully. When I tried doing this, one asset would become transparent. I realised it was a problem with what I was merging to what. Instead I needed to have a chain of merges that gradually introduced new assests to the scene.

Node map

I then linked my roto to the scene, and added the CG machine we were given. I added a few more colour correction and grade nodes so that this would blend into the scene more, and luckily my roto worked perfectly with the machine.

I still needed to add the smoke and shadows, but I rendered out my progress so far for my blog now all my assets, roto and machine work in the scene together.

Progress

In terms of working out the shadows, I had never done this before. Luckily we went over shadows in class this week. We were given a sphere and cast a point of light in the direction of the geometry for it to cast a shadow in the scene. We could then adjust the intensity of the shadow.

This was great, however my assets in the garage project were 2D. I had imported them as exr files from maya. I thought this would be easier for the camera tracking for me as I wanted to practice the use of cards more as a projection for objects. Luckily, we used the technique also for 2D ‘fake’ shadows which is what I would need to use. We were given the example of a paper figurine, and by simply using the multiply and blur node, with some shape adjustments on a card, we were able to create a fake shadow.

This looks realistic and would be a great method for me to apply to my project.

Work from home

This week I applied my knowledge from what I’ve learnt to finish and render my garage project.

I first added smoke with some guidance I had recieved from my teacher in class. I needed to link the smoke with the roto but invert it so that the smoke would be inside the roto, therefore inside the room. I also needed to increase the multipy slider to increase it’s intensity.

Node map

I then took the technique of the fake shadow card and applied it to my tyre and ladders. I added a double shadow for both assets, as the shadow would be hitting the wall and the floor. I made the intensities of these vary however to add realism.

Scene with shadows and smoke

With these all linked together I rendered my final scene out.

Final render

Some feedback I got from my teacher:

  • Colour grading / correction: tyre is too bright for the scene.

I will lower the highlights of this tyre before the next time I will need to submit this.

Categories
Advanced & Experimental Maya Development

Week 7

This week I decided to add more elements to my design that I had researched last week. I also wanted to add more details such as realistic textures. I need practice with UVs specifically so I decided this would be great development for this project and for myself.

Firstly, I thought about details I could add which would make my animation make more sense in terms of practicality. I thought I needed to make a structure behind the gears as it didn’t make sense they would be able to turn against a wall. I decided to create a pipe structure behind them being this would also add more detail to the animation visually. I started by creating pipes on the walls in the edges, which would lead into the pipes on the gears. I then had to make three main pipes that would hold up the gears, and make connecting pipes to hold up the smaller gears.

I then made the pipes behind the gears more rounded, and it took a while of playing around with the pipes for them all to fit. I had to craft a different peice for the bottom left gear to connect to the pipe structure because of the width of the radius inside of the gear.

I then looked at texturing the pipes. I downloaded a metal texture that I could use for these, and opened the UV editor. I unwrapped the pipes and adjusted their positioning on the UV screen, and had ro scale it up so that the details were seen and the texture didn’t look stretched.

UV editor

I initiallty wanted to go ahead with the pastel colour of this metal, however when inputted this into the scene it blended in too much with the background so I colour corrected the metal to be a light grey. I applied this to all the pipes on the gear structure also.

I then textured the gears. i wanted these to look more realistic and less superficial. I downlaoded a variety of worn metal textures as I wanted some variety and for not all the gears to look the same. I opened the UV editor for these and it was much more simple for the gears. I individually textured all of them and I just had to adjust the gear to be in the middle of the UV grid for these to work.

UV editor

The animation now looked more realistic and had much more detail than before.

Playblast of edited animation
Categories
Advanced & Experimental Nuke Development

Nuke Development – Week 6

We have been exploring the process of green screen removal, which involves extracting the green background from a video and replacing it with other visuals.

One of the techniques we have covered is the use of the hue correct node, which enables us to remove the green color from our footage by creating a node graph. By selecting the green color in the graph and dragging it down, we were able to effectively remove the green screen from our footage and prepare it for the insertion of other visuals. While this technique may seem relatively straightforward, it can be a powerful tool for creating compelling visual effects.

We also explored the key luminance node, which can be used to selectively affect certain areas of an image or video. This technique involves creating an alpha image and selecting the specific areas that we want to modify.

During our lesson, we experimented with this technique by selecting only the sky in our footage and adjusting the levels at which it was selected. This enabled us to fine-tune the visual effect to create a more natural and realistic result. Overall, the key luminance node is a valuable tool that can be used to create a wide range of compelling visual effects.

Keyer luminace key

We explored how to adjust the lighting in specific areas of an image or footage. During our lesson, we used rotoscoping to isolate the particular area we wanted to modify, and then applied various nodes, including the shuffle, grade and keyer node, to enhance the lighting and make it appear brighter, we used this example of a snowy landscape to make the bottom half more light.

Lighting change

We then looked at creating rays of light coming out from behind objects such as trees. This enhances the lighting apparent behind an object. This was done by using a node called volume rays, along with the selection of just the tree using rotoscoping.

We also learned a basic technique for creating a blurred effect in a specific area of an image using rotoscoping. This technique involves using an image to create a rotoscope of a circular area, and then applying a blur node to that area. Finally, we merged the two to create the look of a blurred circle in the specific area of the image.

Work from home

For the garage project I felt like I needed to add another big asset to the scene.

I decided to add ladders to fit the theme of the project. This also fit in well with my other assets such as the tyre and the mechanical posters. I downloaded a 3D model of four ladders together. I then added the texturing in Maya adjusted the placement of the ladders.

I then rendered these out and added this file to my Nuke garage project script.

Ladders in Nuke

I then followed the same method I had used on my other assets and tracked these ladders through the camera tracker, and then synced this up to the scene. Again, I used the axis on the wall I wanted them to stay against and then created a card which I then linked to the original image of the 3D models. These then successfully tracked with the camera and moved with the footage.

Tracked ladders
Node map

I then had to do the homework we were given which was linked to the green screen methods we had been using. I first tried using the hue correction node and the keyer node to adjust the levels of permittance. However, this was picking up on too much green in the image.

Node map

I decided to use another method we were shown for this task.

For this I used the Keylight node in which you can select a colour using the eyedropper tool and adjust how much of the levels you want to be removed on the footage of this specific colour. I selected the green on the green screen and adjusted the numbers until it was at a level of green removal that looked professional.