Wednesday 18 March 2009

Rendering

Monday was spent rendering, a fairly labourious task in itself. I ended up doing two renders, a texture and occlusion, and the laying them ontop of each other in aftereffects. The final result had a pretty crisp, deep look which I was really happy with. For the background in the exterior shots, I used a mental ray physical sky/sun shader. The only other tricky part of the render/composite process was editing everything with teh music I picked, a song called 'Dont't be that way' by Benny Goodman. Overall, the project I thought came together pretty succesfully, althought if im being honest with myeslf, I should have spent more time on it in the early stages of the project, I could have possibly finished my initial idea fo the sign outside(which I would have done iwth 2 texture maps for the 500 poly model, and then actually modelled if Id done the higher versions) Anyway, its handed in now, although I expect Ill do a little work on it over the easter break, Im feeling far more competent in Maya now than I have before, and I dotn want to lose that confident feeling I get when Im working now. Heres a copy of the final cut of the film, if i continue posting anything, it will be on my Creative Crisps


Interior

On the interior, things got slightly more complicated. There being a 20,000 poly count, I thought I could really go to town and make some nice models and things, but I ended up carrying over my thought process from the inital exterior model and everything hovered around 3000. For the first time, I used the reference editor, which saved me unprecidented amounts of time, and when it came to using the render farm, simplified the process even more than usual. Below are a few stills from the model, I was going to post inividual images of all the objects, but that seems slightly redundant as they are already pulled into one place below...

Pretty much all of the textures in this image, barring the chairs, are .tgas made in photoshop and then applyed to the various faces using layered shaders. It was a much easier method than what I was trying to do before which was applying textures to a materials colour channel and then trying to tweak its settings to get things to look just right. I found that by using layered shaders, you could have the basic texture on the base with whichever material over the top, maybe two(like on the table) to give it some pop...

Out of all the shaders I made, I think Im most pleased with the desktop. I found that the shine on it really works, and the wood look underneath is pretty convincing. It was made using a layered shader, I do wish Id tried applying a bump map to the wood material with teh transparent phonge

Slightly Unconventional

Well, the last few weeks have easily been the buisiest of the term. Having been sick with a fairly bad cold for the first half of Febuary, I took it upon myself to try and round of the two projects we'd been assigned together, spending last week on the compositing project, while in the evenings working at home on the Industrial Exercises project, which Ill write about here. By the end of the project, Id found that I had focused most of my energies on the modelling and texturing sides of things, not using alot of animation(other than the cameras) and using alot of simple render settings and compositing effects. What Ill do here, as I slacked off slightly in the journal keeping aspects of things, is post a series of stills from when things were a WIP as well as a set of final stills from the film....

I ended up sticking with the original model from before, I felt that to add more polys, Id be doing it solely for the sake of adding more polygons, which seemed like it slightly defeated the purpose. I was happy with the way it looked, and the amount of detail that was visible in it.The texturing on the exterior was nothing fancy, I exported a UV snapshot, painted it in photoshop(twice...a litlte computer mishap) and then just reapplied it. It fit together perfectly nad I was pretty pleased with the textures Id made. Most of them(the concrete, tar, and stucco) were just basic colours with certain amounts of added noise, sharpness and blur. The best one I think, which unforutnaltly is hardly visible, is the edging around the windows. I went with a kind of brushed aluminum, which was a noise filter on a light grey with a motion blur filter on that. Overall, I am pretty happy with the way the exterior turned out, and the occlusion pass I did for the final renders I think made everything really pop...

finished

well, its all wrapped up...ill post what ive bene doing the past few weeks later this evening/tomorrow, stills, stories, videos and what not...