Friday, 12 December 2008
Finished!!
Anyway, it's all rendered out in quicktime. I wanted to post it up on the group blog to tie everything off, but blogger wont let me upload anything above 100 mb. Never mind though, I'll probably wack it up on facebook or youtube instead!
Thursday, 11 December 2008
One last time!!
aaargh more re-renders!!
Wednesday, 10 December 2008
Lolz!!
Tuesday, 9 December 2008
Epic day
Yesterday me and Dan discovered there would be some issues with crossing between rendering softwares when the mansion exterior becomes the foyer. Getting the doors to match up was excrutiatingly difficult and we spent too long trying to get the textures and lights right. Today it became evident that the solution was far easier then we thought, and all we had to do was render the door and only the door out in maya software (with a couple of tweaks to the texture and a light set to only affect the door) so that it matched Dans. Everything else in the scene will still be rendered with the mental ray settings. These two layers can just be composited together afterwards.
The next issue that arose from this was that the door couldn't have a shadow on it as again this would make the crossover obvious seeing as Dans door has no shadow. We spent ages changing the lighting to try and get it so that the roof cast no shadow where the door was- we played with the actual light and even tried setting the roof to cast no shadow at all, though that looked weird. Again the solution is far easier than we were making out, as when it comes to compositing the door wouldn't actually be effected by that shadow anyway as it is on a seperate layer to that light, and the colours would simply appear to be what the colours look like under the influence of a shadow.
Next step was to slap down the new musical score down (with thanks John Solly) and adjust the camera movements slightly to fit the rythm better. No problems here.
Next I had to deal with the sky. This was easily enough created with a dome textured a pale blue colour set to recieve no shadow. This did mean I had to then adjust some of the textures on the mansion as they now rendered out darker than they should be. The fact that it was a dome meant that Phils image plane wouldn't work well on it, and it had to be a dome because the camera angles pretty much cover all of the sky. So I had to find another way around the clouds and hills. Photoshopping the image plane so that the cloud was a seperate image was the obvious first step, however applying this to seperate faces did not work. (The blue sky colour of the image is impossible to match up to the colour of the sky dome.) So instead Nate showed me how to cut the shape of the actual cloud out on photoshop and then tranfer it as an illustrator file. This enabled me to import the shape of the image as a curve into my scene, in turn enabling me to create an object to the exact shape of the cloud. Then it was a simple process to uv map the image to fit the object.
Once I had the clouds in the air they required some transformations to get into the compositions on the various major shots. This also required some keyframing to make sure they stayed looking good as the camera moved. For the shot where it holds for a few seconds, Dan suggested a litte bit of floaty animation for some cartoony cloud movement. This worked out well.
Finally I needed to deal with the hills, and this time the solution was far easier than doing complicated processes with photoshop or the image plane. All it required were some smaller spheres surrounding the main hill taylored to fit the film gate. The colours of which were identical to the colour of the main grass material, but getting paler with distance. And I gotta say it looks fantastic. Especially with the shadows cause by the mansion. (Although I did need to remove the shadow from one or two.)
Phew, I think that's about it. I have sent it off to the render farm and am currently waiting on it to come back. I should then hopefully be able to post the batch render perhaps with sound so you can see everything I'm talking about. Im seriously anticipating it, as this will be the first time I get to see how the transition between exterior/foyer works out, and if the compositing of the door works as well.
Worked closely with Dan on all this today as lack of computers ment we were sharing for most of the day, so thanks to him for helping me out so much.
Thursday, 4 December 2008
Problem solved!
Here's a quick playblast of the updated camera movements. It means we get a better view of the statues out front now, which is good.
On a completely seperate note, Dan pointed out that I didn't have a folder with my textures in, and in fact the location of my bump map texture was set to the public folders. This was going to cause problems later on, so I had to save the texture into a newly created texture file and reload the location of the file in the scene. I also finally got round to deleting loads of old files, opening up so much more space for saving and generally keeping my project folders tidy.
Next steps are to get the image plane up for the background, maybe do some soft modification on the ground, and try and apply a bump map to the path. Other than that it's nearly render time!
Wednesday, 3 December 2008
Camera test
I also finalised the second character rig today, with the jiggle deformer and correct shoulder weights. It felt good :-)
Tuesday, 2 December 2008
thong rig
The butt clench however proved to be a bit more of a problem than I first thought. Skin clusters can be difficult to control when it comes to parenting the control object to the root controller. Origonally I had two objects controlling the respective cheeks which were then in turn controlled by a master butt control. I ultimately had to ditch this, and resort to grouping the butt clusters together, and linking the scale x factor to a new attribute on the butt control. This provides the necissary butt clench, and the butt geometery itself doesn't deform when moving the root controller. However, this has also meant that the clench is entirely linear, and does not clench to account for any angles other than the standing pose. I don't think this should be a problem as this is probably only going to be used when hes standing straight anyway. I might try and work something out that might be a bit more diverse tomorrow, but until then here's a quick playblast of the control.
Monday, 1 December 2008
Door developement
Ok so having decided we would probably do the blendshapes when and where we need them, I've had time to continue work on the front door. Basically it was too plain for an object that's going to be seen close up. I had an experiment with the planks on a one in / one out pattern, but it looks bad, so instead I drew all the planks out and defined the gaps between them. This looks a lot better. Then there was the question of the wood texture. Mayas default 3d wood texture looks aweful no matter how much you play around with it, so I downloaded a better one from www.cgtextures.com. It is subtle and looks so much better.
Thursday, 27 November 2008
Statues
Ok as I'm still pretty excited about the rig I decided to do one more thing with it before I call it a day. I really wanted to see how the statues look on the plynths at last. Basically I repositioned the rig into the statue position and duplicated the geometery, deleting any unnecissary parts of the rig to keep the scene clean. Then it was just a case of scaling it negatively to flip reverse the duplicate making for the nice mirror statue model.
I decided to use the same material that the pillars are textured in, because even though it's plain white the global illumination makes it look marbely. This is open to change if anyone has any good ideas, but one way or another I think the pillars and the statues are made from the same material. (Whatever that material be.)
I'm still inspired by the engraving Dan pulled off on his statue plaque, and I'm now wondering if these statues should have similar plaques made in stone. Looking at it the plynths look very very blank, and could perhaps use a plaque with "P.Fontana" engraved on it or something.
Comment any suggestions about this!
Or I could just talk to you both about it tomorrow. That's probably the best plan actually, considering I seriously doubt you'll be reading this before then.
Full complete rig
As for the problem of the face dissapearing when making the rig controls invisible, this was solved way easier than I thought last nite. It's a simple case of selecting the individual objects and turing off the visibility in the object display.
I had planned to get blendshapes done today, but made a fatal error by saving over the file I had been working on during the process, rather than making a seperate file to save the blendshape tests to. This mistake fully punished me when I found the rig had been de-skinned for some reason, and due to my frequent saves was unable to go back to when it was working. Luckily for me I had a seperate file from the beginning of the day, so all I had to do was repeat my whole days work to get it back to where it should be. This time I have 3 versions of the file saved, one to my memory stick, to ensure that this doesn't happen again.
So while I didn't quite get the rig fully ready to animate with today, it's still very nearly there, and I honestly think it's my best rig to date. I'm very pleased with myself on this one. Tomorrow I have to sacrifice the day so I can get my case report done and out the way, but over the weekend I plan to try and get the blendshapes done. I at least want to be able to give him to Dan and Phil by the end of monday, as all these rigging hiccups have set us back behind schedule slightly. Other than that, good days work!! I can sleep at last :-)
Wednesday, 26 November 2008
Yes another rigging problem
I'm not going to try and solve this now, simply because I really want to go home.
Painted Weights
The first issue that had been causing me problems was how I'd bound the skin to the character group rather than the individual geometery. This was probably confusing maya and causing the duplicate influences, but was easily solved simply by re-skinning.
The second issue was some keyframes on the mouth left over from Dans blendshape test. Again, easily solved by deleting those keyframes.
The third and most complex issue was my workflow. Alex suggested that I should focus on adding influence to joints that shouldn't be influenced by anything else so that nothing else can influence it. For example, completely flooding the afro geometery white so that no other joint can mess it up. After sorting out these main areas, it was just a case of fine tuning the other more delicate areas like the hands and feet. I still don't fully understand to be honest, but I definately have a much better idea of how to tackle painting weights now.
Another thing I picked up from Alex was not to bind anything that's going to be blendshaped or rigged further. I.e. the zip, as this will disable the ability to do anything with it. Instead I have parented them to the root controller (pelvis) so that they will still always stay with the model.
So here he is in all his arrogance! I'm very pleased with this rig. There's still 2 more things I want to do. One is to put a jiggle deformer on the Afro geometery, and the other is to sort the zip out so it can move. Both should be fairly straightforward processes and shouldn't take too long.
I havn't shown everything the rig is capable of in this playblast, mainly because it seems like a waste of time to go about keyframing all of that. Basically the full description of how it works is a couple of posts down.
Change of scene
Tuesday, 25 November 2008
Cleaning up the scene
Door frame texture
Today was one of those days where I worked loads and got very little done. Using Hyper Realistic Creature Creation, (Alias), I attempted dealing with the painting weights using various reccomended MEL scripts and tools such as hold weights. All of which resulted in failure. However, I managed to secure a meeting with Alex tomorrow and he assures me he will be able to help.
Monday, 24 November 2008
Door in the scene
Here's the new door in the scene. Looks pretty good with those colours to be honest. I still want to try applying the gold texture to the frame like Dan did with it in his scene, but I'm predicting it will stick out like a sore thumb. In case of that I'l try the roof tile colour, as this might link it up nicely. (The roof tiles, particularly on the porch look quite golden. Might be able to get away with it.) Otherwise The colour of the frame is quite nicely fitting with the mansion exterior already.
Open Sesame!!
Here we go, quick change of pivots and removal of non-keyable attributes, and we have a door that works!!
Front door remake
Ok, so today I spent at least an hour with Dan Dalli trying to work out exactly why painting weights refuses to work. All to no avail. So I ended up sending an email to Alex Hulse in the hope that he might be able to help out. (I will still post up some diagramatic notes For the weights and blendshapes in a minuit So you can see what the plan is.)
In the meantime I decided to get to work on the front door, as it's going to be one of the first things you see and at the moment it is very unimpressive.
The bottom one is the origonal remake- it looks far better than the origonal, but was still not quite right. Dan suggested I make it wider, and put the door knockers right down at the bottom to account for Pony's pathetic size. This looks so much better, as you can see in the middle image.
The top was an experiment to see if pulling planks out in a wacky fashion looked good. As you can see it really really does not. Far too busy, so the middle one is the model I will use
Saturday, 22 November 2008
Bouncy
Basically what I still need to do is sort out the orientation of the wrist joints, as at the moment they do not correspond to the rotation of the hand controllers. You can still rotate the hands, but its not very user freindly.
I will be following this link for the continuation of the tutorial, mainly so I can understand how to get a low rez version of the model to animate with that can be turned into the high rez model when it comes to render time.
Other than that it's pretty much a finished rig. (Painting weights and full blend shapes aside.) I decided not to give him a flexible spine, as he is pretty much a walking head, and a bending spine within that would look weird. I also decided there was no point in placing locators for the eyes as he has no pupils.
I've locked off every attribute that will be useless to make animating and keeping the graph editor tidy easier. I also created new attributes to control the fingers/thumb/feet/elbow movements. Im pretty pleased with it so far, as there should be no need to ever go into the skeleton during animating.
Thursday, 20 November 2008
Rigging tutorial
http://www.tutorialized.com/view/tutorial/Character-Rigging-in-Maya-Part-1/24521
Wednesday, 19 November 2008
Camera movement
Heres a quick playblast of a rough camera movement. Obviously needs a lot of work, i.e. timing photography. From this playblast I can see I might need to work something out about the edge of the plane where you can tell the scenery suddenly ends. Background image planes will be useful so I can see exactly what I need to do to the actual model if anything.
Grass test
Ok, this has been way more stress than it's worth. I followed that tutorial and fitting grass into the scene is basically not going to happen. The plane is far too big, and fitting grass with a suitable density into it causes all sorts of problems. I.e. I would have to smooth off the whole plane creating unecissary polygons, I would have to have it on an entirely seperate render layer, and even then it would still cause the computer/render farm to crash. A small patch such as the above is do-able, though it can't really be rendered with mental ray, and placing patches all over it is quite a lot of unnecissary work.
So I've gone for the simple solution of ditching the whole fur/grass thing. The realistic grass it creates doesn't really fit the style anyway. Instead, Dan suggested I go to work in finer detail with the soft modification. I agree.
focal length and angle of view
grass texture
http://cg-nation.com/articles/maya-grass-tutorial-needs-maya-fur/
Tuesday, 18 November 2008
mental ray tests
I used Phil and the tutorial posted previously to do some mental ray tests, specifically focusing on global illumination. Under the current settings it takes a looong time even just to test render, but the results are immaculate. check this out compared to previous renders. I also wacked a grainy texture onto the tiles and walls. The top image, being the latter, has a colour adjustment on the grass as I've had endless comments about the grass on the others being way too deep.
global illumination tutorial
heres the link to that mental ray tutorial guys.
Sunday, 16 November 2008
Soft modification and rearrainged trees
Friday, 14 November 2008
early colour tests
so here are some early colour tests. No textures thus far, just trying to get the colour right. The first image is totally wrong, its screamingly loud and all I can see is orange tiles. The second image is simply way too purple, and is too rich in colour. The third is getting there, adding more red based the colours from Phils research into the villas. The fourth is more like what I was aiming for, adding a bit more orange to get that salmon colouring.
Wednesday, 12 November 2008
window bars
Monday, 10 November 2008
Old stuff
Balconies
Windows/Gutters
Sunday, 9 November 2008
Pathway with trees
Saturday, 8 November 2008
Roof tiles
Heres the mansion exterior with the roof tiling. Had to do this the long way as I couldn't get the duplicate special to work well enough. The roofs on the side sections for example are sloped in an unusual way, requiring manual tweaking. I did have to adjust the roof shape slightly to get it to work. Duplicating entire lines of tiles however still sped the process up.
Dan, I know you reccomended texturing the tile first, but I grouped all the tiles together, so I can still apply one texture to all of them at once.