This week we looked at rendering out our final animation. I remembered from our balloon project how to do this, however on the settings I needed a re cap of some of the options we need to select.
Before this, I had realised on the render screen I needed to add some more details that might be visible.
I created a new material when I had selected all the faces that would be the gums on the set of teeth I had made. I made them a gum colour, checking in the render screen to see if the colours looked right with the lighting.

I then created a tounge from a cube shape. I made the cube thinner and extruded faces until it looked like the shape of a tounge. I then scaled and moved it to fit in the mouth. I added it to the bottom jaw joint so it wouldn’t stray when the mouth moved, and would move alongisde this.

When I had completed this, I was then ready to render.
After a while, my render was completed and I opened this up on nuke. I noticed however that the lighting was way too dark.
I decided to add spotlights, and use the three light rule, placing one light in front, and two nehind, all at slight angles.

These improved the lighting, but after another render, the .exr file on Nuke was still too dark. I increased the intensity of the sky dome lighting, and this seemed to do the trick. I also removed the sky dome lighting’s visibility on the render screen so I had a black background instead. I then increased the frame range as some of the lip sync was cut off at the end. As you can see I kept noticing minor improvements throguhtout this render journey, and I must have rendered this scene in total about 10 times before I ended up with my final result.

My final render had come out with an Arnold watermark, but with a quick remult node, this got rid of it. I turned the output to sRGB and I then exported this as a mov file, and used a video editor to add back the sound so we could see the lip sync better.
Over christmas, I will be writing an essay for my Design for animation module. This contains a lot of research that aligns with Maya. The objects and animation I will be talking about use the same skills we have learnt about in Maya, so this research will be interesting to compare to what I have learnt so far.