Categories
Advanced & Experimental Personal

Personal Project Development

Personal Project Presentation

After this presentation, I very quickly realized that I had massively overstepped my abilities when describing the original task I had wanted to achieve. This was very helpful as the question part of the presentation made it obvious that the original idea I had in mind was simply not possible in the timeframe we had, whilst also accounting for the other projects we have to complete. To this effect, I heavily reigned in my objectives for the personal project. Keeping to the theme of H.R. GIger, I wanted to create a striking 3D recreation of one of his artworks, particularly one’s involving the ‘Xenomorph’ concept.

As a long-time and avid fan of the Alien franchise (1979-2017), this was something that would maintain my interest throughout it’s course, and for personal development would help me develop further skills in 3D modeling, digital sculpting, lighting, and other elements of 3D creation.

References

Xenomorph Anatomy. Image Credit: Christopher Stoll – Twitter.com
Ultramorph Size Comparison. Image Credit : Carlos Huante – Aliencovenant.com
Alien T-Pose Sketch. Image Credit: Eric Sanders

Theme & Progress

Artwork: H.R. Giger. Source: The Tallenge Store

I gathered several references to develop the concept for our personal project. I settled on the final piece above to be recreated in 3D, whilst omitting certain areas such as the “stamped” text. I began to sculpt a Xenomorph style 3D model to be composited in front of some industrial paneling. For this model I used several references.

As an artistic decision, I wanted to refrain from representing Giger’s hypersexualized style in this project. My reasoning being that once finalized, I did not necessarily want there to be any possible comedic aspect to the design. Whilst Giger’s sexualized themes are apparent in the majority of his artwork, these themes are not ones I wanted to portray when concepting this 3D sculpt.

Sculpting Hi-Poly Mesh

Torso Sculpting
Using Zbrush’s Stager & Interpolate tools. Adjusting Transform Curves to refine positioning
Smooth Preview (Zbrush Render)
Ghosted Model & Reference Image

Just for the sake of doing so, I created the text ‘Giger’s Alien’ in Zbrush’s 3D Text plugin, and used live-boolean to imprint the text into the wall. However, this will not feature in the final piece.

Further Development

To keep the reference image and model at the exact perspective I needed, I utilized ZBrush’s reference image toolkit and saved a camera to the image which aligned to the model, which I could return to at any time to check form and structure.

Secondary Detailing and Adding Contrast

At this point, I decided due to time constraints to end the sculpting phase with my current level of detail, and begin retopology and baking tests for texturing.

Began ReTopo
AUTOPO Topology
AUTOPO Topology & UV’s

Once I had completed the sculpt, I moved to re-topologize the model for texturing. I was also learning to use the toolkit in 3DCoat, as I find it to have the most robust retopo capabilities. I made multiple efforts to manually topologize the model correctly, but could not quite achieve the result I was looking for, so I resorted to using 3DCoats auto-retopology toolkit. The strength’s of this software truly show in it’s AUTOPO ability, and the manual toolkit is far beyond what Maya’s is capable of.

I tested retopo using ZRemesher with several different settings and meshes and never got close to the results I was getting with AUTOPO. In certain areas adjustments had to be made, and the teeth were unsurprisingly unusable, but for a reasonably accurate and much quicker result, this was by far the best way. I was already planning to use some of the original topology created in ZBrush such as the teeth, as these were already fairly optimized for renders, and only required a quick run with the UVMaster plugin with polygroups enabled to apply textures. I also assigned the UV’s in 3DCoat, and edited the layout in Maya.

Started Texturing Head
Texture & Lighting Test in Maya

The torso area of the sculpt was quite difficult to obtain a decent bake with, and I attempted several times with different topology to get a good result without any artifacts. After finally getting a successful texture bake, I moved on to texturing. Since I had created the helmet texture using a number of smart masks, I created a smart material which I then applied to the torso, and by using a Paint filter with a Multiply blend, I erased areas of the smart mask that I did not want affected. I left the murky green material applied as I felt it added a nice contrast to the highlights. By using this Smart Material, I could maintain the colours and roughness of the materials through all the different parts.

I then created a scene in Maya, with 3-point area lighting in an attempt to match the lighting of my reference, with an added rim light for edge lighting. I also changed the camera attributes to match the aspect ratio and dimensions of the image, and changed the focal length to appear orthographic. This is the template created to display my final piece.

Here is where I added an emission map to the tubular vents. I used an orange base colour and overlayed a green emissive light on top to attempt to create an interesting blend.

At this stage, I’m reconsidering bringing the Xenomorphs pharyngeal jaw into the scene, as I honestly think the model looks a little bit better without it. Although the mesh has decent topology and UV maps, I’m willing to make sacrifices when it comes to the overall look of the final project. I will keep experimenting with it, and decide whether it should feature in the final piece, but at this moment I am leaning towards without.

3D Text created with ZBrush

The reason for creating this 3D text was to catch the light as it moves in the scene. I’m still unsure whether to keep this or use an overlayed text, but this way seems more interesting. This was created using a downloaded font which matched the Alien films, and made into a 3D mesh using ZBrush’s 3D Text plugin.

The techniques I had learned in Substance Painter became very applicable in this project. Using smart masks, anchor points, baking high poly geometry, and generally how to layer stack correctly were all key in helping me to get a good result. There are some areas which could be looked at when it comes to the high poly mesh, mostly for aesthetic purposes, however from a technical perspective I was happy how things turned out.

Weight Painting

As I wanted the model to have a slight degree of movement, I created a basic rig to move the arm. I also keyed the head to rotate on a gentle curve.

Animated Rendered Test Sequence

I rendered out a full test sequence to see the animation and lighting in motion. After this initial test, I wanted to fill out some more details in the textures, such as the ridged arm parts and the ridges on the Head Tube. Also, I noticed the light was hitting areas which I did not want shown, so I created two Arnold Light Blocker filters to obscure these areas. There was also some strange warping on the arm joint when extended, so I went back in and adjusted the weights.

I attempted to create a basic rig which moves the jaw, but due to the topology being set up for texturing purposes, getting a good enough rig was a difficult challenge. Since rigging and weight painting are not specialisms which I’m particularly good at, the focus of this project was not necessarily to include any animation more than what was simple to achieve. Suffice to say, I did not want to ruin the project with poor weight painting results and bad animation.

Added Head Tube & Arm Ridges, referenced with Smart Masks
Added some weathering & scratches
Final Render

For this animated sequence, I wanted to convey the feeling of an image ‘come to life’. I also wanted to have the sequence loop correctly.

Although I was fairly content with the current stage of the project, I still felt inclined to attempt recreating the industrial paneling that was in the reference image. I decided to use a low poly base wall, with a high-poly bake. To create these details, I utilized a sci-fi industrial decal pack I had purchased on ArtStation some time ago, and used Zbrushes ‘Make 3D’ plugin to recreate these alphas into 3D geometry, and arranged these pieces along the wall. To create the cables, I tiled a 3D mesh several times, dynameshed, and ZRemeshed the geometry. The curves were adjusted using the Gizmo’s curve function.

Keeping in mind how I wanted the textures to be applied, I assigned a vertex colour fill to each object I wanted to texture separately, whilst using the same material. I then baked these maps onto the low poly base mesh. This is all in an effort to reduce render time, test more skills in texturing, and perhaps to improve the overall look of the project.

High Poly Paneling
Colour ID Maps
High Poly Alien & Wall Panel
Low Poly Bake, Began Texturing

At this stage, I decided not to proceed with the panel. This is because I was already happy with the result I had obtained from the render, and balancing the wall against the character would be very time consuming, alongside the other work I had to complete. So rather than begin a new section of the project I knew I could not bring to a good level of quality, I instead refrained from making large changes to the look.

Categories
3DEqualizer Advanced & Experimental Maya

3D Matchmove in 3DEqualizer

For this task, we we instructed on how to use 3DEqualizers match-move and tracking capabilities to match-move 3D assets into a live-action shot. This task was interesting to me as 3DE’s toolset seemed to be quite usable and understandable enough to start match-moving assets quite quickly, when compared with the struggles I was often having with Nuke.

I created around 40 tracking points to several areas of interest in the scene. These included high and low contrast areas of the footage which could track accurately. Due to the tracking having a somewhat manual feel to the process, this made the software more understandable as I was starting to grasp how to create accurate points, and assign 3D geometry to. By exporting into Maya with the footage already imported, it was clear how to proceed from that point after assigning a floor plane, correcting pivots, and fixing the scale.

Posing Rigs

Rig and model created by: Mia Pray, Rijah Kazuo, & Sagar Arun. Obtained from Agora.community.com
Rig and model created by: Luiz Perez & Tre Vital. Obtained from Gumroad.com

Here I found some freely available (non-commercial) rigs I had used previously in other projects. The models, textures, and rigs were not created by me, and I only utilized these for posing purposes. I posed them in separate Maya projects, and exported the OBJ’s to the composition.

Personal Models

“Angel Goomba” (Nintendo) – Model & Textures
“Blinky” – Model & Textures

These two models were ones I had created some time ago, and I wanted to utilize them for this scene. I did a “quick & dirty” re-topo & texture using ZBrush and Substance Painter, and brought the models to a decent enough base texture level, without including baked normal maps and manual retopology.

At this point I’m approaching the task from a very experimental angle, seeing which type of aesthetic works well, and further refining.

Composition in Maya

Scene in Maya

Render in Arnold

Tracking Process in 3DE:

Set up basic environment

Import footage to Camera – Set grade to 2.00 & Soft Clip to 1.00

Buffer – Export Buffer Compression file

Config Pane – Horizontal/Vertical Pane – Image Controls & set to desired to improve tracking

CTRL+click to create tracking point – adjust focus & search areas – Alt+click to select points – “, + .” to track frame by frame.

Once tracks are created, Deviation Browser – View All Deviation Curves – Adjust tracking points & aim for Average of .5 or lower

Parameter Adjustment – Lens Tab & select LD Classic Distortion – Choose parameters to adjust – “Brute Force All” – “Adjust” in Parameter adjustment to begin creating parameter tracking data

Calc – Calc all from Scratch to get point cloud and camera movement – Enable frame buffer (around 10 frames) and recalc

Select points in 3D Viewer – 3D Objects – Mesh From Points – Legacy

Export Lens Distortion as Nuke script – Undistort in Nuke with Values

3DE – Export – Export Maya .mel & import into Maya to begin Matchmove

Categories
Advanced & Experimental Collaborative Group

Lo-fi Collaborative Project

For this project, we were divided into teams which included different roles. I claimed the role of CG lead for team Y, whose chosen theme was Lo-fi. This genre of design is best compared to the style of Alien (1979) and the original Star Wars (1977-) movies. With this style in mind, we went more specific and decided upon the style of ‘cassette futurism’. This included geometric computer design, VHS tapes and game cartridges, and generally centres around the idea of a futuristic 1980’s aesthetic .

Our team members are as follows:

Look Dev Artist: Tim Schweizer
Look Dev Artist: Kaiyue Wang
Look Dev Artist: Tianqixu
Look Dev Artist: Jess Howard
Look Dev Artist: Margita
Look Dev Artist: Ruijia Zhang
Look Dev Artist: Dominic O’Donnell
Look Dev Artist: Saurabh

CG Generalist: YaFang Zheng
CG Lead: Daniel Loutfi

Compositor: Guoxin Lin
Compositing Lead: Mingyue

Real World Objects

We first set out to collect and gather resources to fill our mood board and asset list. I saved several images which followed the art style and genre, and also several references to real-world objects which fit this aesthetic.

3D Models & Renders

Credit – Alfie Lloyd – https://www.artstation.com/artwork/9NOg9L
Credit – Patrick Metz – https://www.artstation.com/artwork/bKJg9o
Credit – Goktug Danaci – https://www.artstation.com/artwork/PexQQZ
Credit – Elijah Jackson – https://www.artstation.com/artwork/qQvBY2

Weekly Development

Asset Creation

Signal Antenna WF
Keyboard Wireframe
Router Model Wireframe

TV-Radio Wireframe

VHS TV Wireframe

Connection Inputs

Full Stack + Table

In order to kick-start my involvement in this collaborative project, I first wanted to attempt modeling in our chosen style to get a feel for the concept. As cassette futurism tends to include fairly geometric shapes, to Tim Schweizer’s credit this was a very achievable art style in terms of 3D modelling and maintaining consistency.

To this regard I wanted to model the key features of tech in cassette futurism, namely: thick ribbon cables, rotational dials, ports and cutouts, numerous sliders, and small greenlit screens. I attempted to maintain a realistic bevel amount for the plastic edges to get a more molded shape. For the helix antenna, I thought this might be more interesting than a simple plastic wand, and I created this in ZBrush. These assets could be used as filler objects for the scene if needed, as there are several tech areas of the scene.

As my role requires that we maintain a consistent style amongst several 3D asset developers, having a dynamic 3D reference towards shapes and features can be very helpful.

Week 2 – 17 April

Pre-Vis & Layout

In order to get the room dimensions & camera perspective, I took a screen shot of the empty room, and loaded the image into fSpy. I had utilized this software in my BA Animation course for match-move purposes, and it was very quick and effective at getting camera parameters. I then imported the fSpy file into Blender, changed the coordinates to match Maya’s orientation, and exported the .fbx files into Maya for pre-vis.

Blender fSpy
Maya Pre-Vis

For a consistent sense of scale, I brought the Unreal mannequin into Maya and reduced the topology so it would be light for our group to import into their scenes and use as a measurement aid. I linked the model into our Google Drive folder for easy access by the team.

Pre-Vis Model Layout

For the last section of pre-vis in Maya, I created several low-poly placeholder assets to get an idea of the layout for our team. I used an HDRI for the exterior, and a light portal to minimize noise. I used several modelling tools to develop this basic outline of the perspective and layout.

Keyboard, Antenna, Radio, VHS, and Router

I also wanted to test my models by importing them into the scene.

Overall, these techniques seemed extremely effective and quick at granting the development pipeline a strong idea of what the final project could look like, and there’s a very good chance I will incorporate these techniques into my FMP.

Week 3 – Monday 24th April

Now that we have received the footage, our compositors have completed tracking the scene in 3DEqualizer. I continued to keep advising and trying to help our 3D asset developers as much as possible by suggesting certain changes to aspects of their models to fit our scene, fixing topology, and trying to generally be as useful as possible, whilst staying in communication with our composition team.

3DE Workspace & Markers

Un-distorting the Plate for Maya:

Get Distortion Values (D: 0.07 QD: -0.04)

3DE Scene to Nuke
Trackers/Locators in Nuke

I also began tracking the scene in 3DE as this was our next task for the upcoming Friday. There were some asset changes, as the projector was quite a difficult shape to manage, so we switched some assets assignments around and I decided to take on modelling the projector.

Reel Projector Reference (https://www.pngwing.com/en/free-png-zpryp)
Projector Wireframe
Projector Work In Progress (Arnold Smooth Render)
Added AiStandardSurface Materials (Pre-UV)

Created UV Maps

Started Texturing in Substance (WIP)

Team Asset Development & Quality Assurance
(Applies to Entire Length of Project)

As some models are starting to make their way through the pipeline, I had a look at each model and in certain areas tried to suggest some ideas concerning topology and texture mapping. I had a strong feeling that UV mapping and texturing assets were going to be one of the more challenging aspects.

Margita Alien Tube

Dominic Glass Table

Texture Example
Model by Dominic O’Donnell

I assisted Dominic with his table and sofa models, and we made several quality-of-life changes to certain areas of his assets, with UV’s and topology. We ended up patching over the star-shaped hole in the table, as this was creating more issues than it needed to, with stray vertices and uneven subdivisions. As I showed Dominic what was achievable with texturing, even as a very rough example, we moved ahead with the changes. Once this was bridged over, and the topology corrected, we both decided that texturing would have a much greater, and more successful design to the final asset.

Furthermore, I kept a close eye on this asset and was not too happy with the table’s legs. To this effect, I sat with Dominic to help him create something less angular, and more visually appealing. I suggested two options: creating legs with an ‘X’ shape, with nicely beveled edges, or alternatively, simple rounded and tapered cylinders. His decision was the former, and we worked to develop this asset.

Dominic Couch Asset

UV Layout Assistance. Model by Dominic O’Donnell
Zbrush Sculped Cloth Compression Folds
Hi-Poly Baking Tests

Whilst doing these high poly bakes and texture tests were not strictly my role, I still wanted to envision what certain assets in the scene may look like once completed. As someone who personally enjoys pushing models to their completion, I could not help but attempt a quick texture test. This was also helpful by granting me further insight into how the model was created, and how the UV maps could potentially be laid out.

I also wanted to assist our look dev artist further with areas of the models that could be improved, and more importantly, to garner more interest in the final look of the model by reaching as many milestones of the 3D asset development pipeline as possible.

I sat with Dominic for several hours whilst assisting him with developing his models. We went through as many aspects of 3D modeling as I could possibly explain given the time. Namely we went through: modeling and correcting topology, UV mapping and layout, texel density and resolution, assigning materials and shaders, general mesh cleanup (Deleting history, freezing transforms, fixing N-gons), and a short rundown of subdivision surfaces.

The next objective in the pipeline would be texturing, which in this case I would like Dominic to keep somewhat simplistic, whilst also visually interesting.

Tim Cactus Asset

Our look dev artist Tim uploaded his cactus model to the drive. Having seen the asset and parts of its development in class, the look was very good and it was obvious that a lot of work had been done to develop the model. However, there were several optimizations that needed to be made to bring the asset into the scene.

First off I noticed the file size was quite large, indicating a high polycount. In my eyes, a 3D asset can be considered ‘heavy’ if the file size exceeds 25MB, and in this case the size was 50MB so it was clear that optimization needed to be done. Opening the model in ZBrush confirmed this, with a polycount of 1m+.

Cactus spikes creating high polycount

I proceeded to do a quick texture bake on the model, to see if we could replicate the spikes somehow with normal and height maps. Personally I would say this is the way to go with this asset, and use colour ID maps to texture with ease. I gave the model some UV’s and materials, and began some tests in Substance Painter. I did not complete the texturing as this is not my role for this asset, and used my work as an example to Tim who I contacted about the asset, and what we can do to make it usable in the final scene.

Baked Normals, Quick & Dirty Texturing. Model created by Tim Schweizer

Saurabh Floor Asset

There were some major issues which I encountered when importing this particular model into our Maya scene. The worst case being a specific piece of the model which was breaking Arnold, and causing the whole scene to appear black. As I had placed this scene into our Drive for our CG generalist Yafang, she straight away told me that the render was not working at all. I had a closer look and found the broken piece of geometry, which was a center panel created with Booleans. As a temporary workaround, we removed the panel from the scene, and the render was able to take place.

As I had been notified by the artist that the development had incorporated Boolean geometry, I predicted earlier that this was going to create issues in rendering and topology if not looked over carefully. My prediction however paled to the reality of the final asset. Despite receiving approval in ftrack, this model was clearly not ready and require much attention to be usable.

Many N-gons and broken topology

Week 4 – Monday 1st May

New Pre-Vis for Working Plate

New Previs with Tracked Plate

New PreVis with Plate Overlay

PreVis Playblast

For this week, I re-created my pre-vis of the scene with the camera track and locators exported from 3DE. I exported the models from my original pre-vis to illustrate layout in the final plate. I also created a drone model as a placeholder for our look-dev drone modeler, and animated the model to fly around the scene with the camera.

As I was asking some of our look dev artists about their assets, I discovered that some of the team were working on effects such as small explosions which are detonated by the drone. It was at this point I suggested that instead of the drone existing as a piece of weaponry, the drone could instead be a guide, or a companion, which shows the camera controller around the scene. Also, the drone would have a beam of holographic light which illuminates areas of interest, and leaves behind a smoke trail. The team liked the idea, and we moved forwards to develop this further.

Another obstacle however lay ahead, as the grating in the floor was making the water feature very difficult to see. As we wanted to have animated elements such as fish, or eels swimming in the liquid, seeing them through the heavy grating would not work very well. I then set out to find a better location, and decided upon placing this on the right wall, with an area light set behind the “glass”. I showed this to our team and they also decided this was a better placement for the liquid feature, with a much clearer view of the animations.

Water Feature
Lighting & Atmospheric Fog Tests
Imported Projector Model
Adjusted Lighting to Better Match the Scene

After speaking with Gonzalo about my next steps, he asked for a top-down screenshot of all the assets and layout. He also asked for a lighting test to match the original footage. To create this lighting setup, I used photometric Arnold lights with an IES profile (freely obtained from IES-library.org) in an attempt to match the shape of the light in the footage.

Originally, as I had gone ahead and done the pre-visualization and worked on the layout early, our CG Generalist and myself decided to switch tasks, where they would be doing the lighting, and I would focus on layout.

Week 5 – Monday, May 8th

For this week, I continued to oversee asset development for our team, and sent several reference images to our chat to ask which texture style people liked the most. As we now had UV layouts for the first models, creating a consistent artistic blend between all the models and their textures would be important. The image below is what was chosen by our group, as they felt it was the most fitting to our aesthetic. I also agreed and continued to find more reference images similar to the example.

Alien Isolation – Image Source: https://www.neogaf.com/

High-Poly Panel
Low-Poly Bake and Began Texturing

I also wanted to create some trim-sheets, as I had learned in my BA that these are an effective way to provide environment artists with several different panels which maintain the style, granting the artist more flexibility to develop the scene further. This technique is mostly relevant to level design in game development, but can also be powerful for a task such as this.

Week 6 – Monday, May 15th

At this point our team have some assets ready for importing into the scene, and I started to rebuild the environment in Maya to Mingyue’s track. She had received feedback from Dominic that the track was accurate. I kept in communication with as many of our look-dev’s and compositors as possible, providing consistent updates in our WhatsApp group and on our Padlet, which I also asked everyone to try and keep up-to-date.

Lighting Render Test

As Gonzalo had asked for a lighting and render test, we rendered my pre-visualized scene whilst I was rebuilding the scene according to Mingyue’s track. It was for this reason that the track ends earlier than the complete timeline of the footage.

Low-Fi Padlet

Screenshot of Google Drive organization

Rebuilding the final scene in Maya

As well as organizing the matchmove and importing the scene, I moved to develop the ceiling of the footage to make it more interesting. This was one of the assets that were originally assigned to me, so I began to work on the models.

Ceiling Wireframe
Baked Maps with Colour ID

Week 8 – Monday 22nd May

Slightly Revised Scene with Yafang’s Lighting

At this point we moved to incorporate the lighting into the scene. We also added the screen in the top left to display some type of technical animation as a UI element, and I heavily shifted the assets in an attempt to create more balance. As our drone animator was using my animation as reference, I also changed the animation to make it more ‘playful’ for her to follow. I removed my projector asset because it no longer fit the atmosphere very well, and we instead opted to create a projected animation of a spinning planet. I also imported Tim’s cactus into the level.

As Gonzalo had told us that each look dev artist had to model three assets each, we further developed our asset tracking sheet to reflect what had to be done.

Week 9 – Monday 29th May

For this week the goal was to render out a “Master” version of the scene, with the first assets from the team replacing the original placeholders.

Throughout the week I kept a close eye on the animation of the drone, as we wanted to comp in some smoke particles which surround and follow the drone as it moves through the scene. Also I’m checking every asset that is uploaded to the Google Drive to check polycounts, UV’s, and textures.

Week 10 – Monday 5th June

This week I was getting a little desperate for the finalized assets and textures from some of the group. The floor especially was not seeming to get anywhere despite repeated requests. Due to this, and our groups need to allow the compositors a good 2 weeks to work on the scene, I moved to model a backup floor asset and textures in the off-chance that this ends up being one of the assets everyone will be waiting for.

I also continued to assist with other look-dev assets and textures, mainly for the couch and table.

Full RGBA Render with Textures

Week 11 – Monday 12th June

For this week our look dev artist responsible for the floor asset returned, and we sat together for several hours while I taught him to use Substance Painter, how to correctly set up UV’s, and finalizing the model. This is something I’ve done several times at this point to help certain members of our development team progress.

Myself and others from our team joined the meeting with Dominic, and took note of his advice, as well as the tasks he required.

These were:

Creating a Pinterest mood-board
Fixing the Lighting to emanate from a single source. (Light Portals + HDRI)
Completing an animated rendered sequence.
Creating Invisible Planes (Light Blockers)
Importing the Aquarium assets.
Fixing the Aquarium Lighting Issue (Create inner Faces)

Right now the pressure is rapidly climbing, due to not having certain areas of the scene completed yet with assets and textures.

The amount of troubleshooting required for this project was a fair amount, as we encountered several major issues and crashes. This caused some frustration when it did happen, but so far we have been able to find ways to fix these problems when they do happen.

I did some test renders of the new lighting, and immediately noticed that the scene was very dark. I took the renders into Photoshop and boosted areas which needed to be brighter to be shown to our lighting specialist. I also wanted to tell the compositors to add the low hanging fog over the vents.

Low-Poly Base

We needed a wall for the right-hand side of the room, where the aquarium is positioned. I created a low-poly base and exported into ZBrush to create a high-poly details and normal maps.

High-Poly Sculpt

Base Colour, Normals, Curvature & Roughness
Slightly Revised Textures

To further my skills in Substance Painter, I researched how to use Anchor Points, Micro-Normals, and Micro-Height to give textured normals a curvature map for smart masks to reference. These were extremely effective.

Modeled & Textured Chair with UAL Logo

Chair in Scene

Re-organized Layout

FINAL Rendered Version

Critical Reflection

This project was quite a challenge to complete. There were many things to consider, with balancing the layout being the most difficult. Communication with the team was very strong, and I feel that my suggestions were well heard, and ideas integrated into the scene. I attempted to consider everyone’s input when it came to layout, composition, and any other aspect. The working CG render of the final sequence was thwart with issues. From disappearing textures, to broken geometry, and lighting issues, it was truly a challenge to get a successful render in place, of which I have to pay my regards to the composition team for working through these problems.

. As I had researched the CG lead position, a main factor of this role is to assist in the development pipeline which I truly believe I achieved, having assisted many of our look dev artists in modeling, clean up, and texturing. I may have sat for over 36 hours in total when in comes to teaching UV mapping, Substance Painter, implementing Bridge materials, and correcting topology, which I was more than happy to do so. I had to make some suggestions when it came to polycounts and textures, and these suggestions were well taken by the team. Our look dev artists did an excellent job at updating me with their most recent models and textures, and notifying me of time they would be away.

When it comes to the overall timeline of the project, I feel that we started off very strong, with the pre-vis in place, there was some idea of the general layout of the room. I would consider this to be an important step towards starting the development cycle. Once we had assets making their way through the pipeline. the scene started to take place, and we maintained a consistent flow of building up the environment. There were some worrisome times, where certain models were taking too long to complete, or the models having broken geometry, but once these issues were communicated and fixed, as well as the aquarium asset being one of the most difficult to implement, the workflow was resumed and we maintained the schedule.

After solving all of these issues, we had a successful render in place. From a personal view, implementing all the different models and textures was quite a challenge, especially when it came to naming conventions. I made my best effort to develop the scene and showcase every persons contribution, this was quite difficult considering the amount of look dev artists. These challenges were overcome for the most part, and the project was finalized. I feel that we matched the tone of ‘low-fi’, and we also followed the objectives we set to achieve,

Categories
Advanced & Experimental Collaborative Group

Collaborative Project Final Video

Final Music Video

Artist : 5endi

Title : No Hablo Espanol

Editors : Domanic O’Donnell – Robin Carreras – Daniel Loutfi

Categories
Advanced & Experimental Collaborative Group

Collaborative Project Individual Showreel

Final Rendered Showreel
Categories
Advanced & Experimental Nuke

Clean-Up & Motion Vectors – Week 08

Original Plate

Markers Removed

Scripts

Trying Several Different Methods
Final Script

For this weeks task, I attempted to use several different methods in order to remove the markers correctly. The rotopaint and cloning technique was not working very well when the markers changed position. I ended up using a roto node combined with a blur node to remove the markers. This was surely the most effective method, as the others all created different issues.

Categories
Advanced & Experimental Nuke

Green Screen & Keying in Nuke – Week 06

Original Green Screen Plate
Keyed Green Screen

For this weeks task, we were asked to remove the green screen and despill from a clean plate.

Categories
Advanced & Experimental Collaborative Group

Collaborative Project Presentation

Categories
Advanced & Experimental Nuke

CG Machine in Nuke

New Compostion (Work in Progress)

Bridge Model and Textures
Ground Hole Model and Textures
Modelled and Textured Ladder

This was my second attempt at the project, and I wanted to develop the same concept into the scene, with a small bridge leading over a gap in the floor. This time however, I created the models and applied the textures in Maya and Substance Painter, and rendered out the sequence in Arnold. I also recreated the rotoscope in Nuke and correctly removed the light in the left side of the plate using RotoPaint and Roto nodes. Starting from this point was also proving much more beneficial, as I was aware of the mistakes I had made previously, and I did not want to repeat them.

First Attempt at Composition

Original Plate (no machine)
Work In Progress
First Attempt

For this project, we were tasked with implementing objects into a short sequence realistically, that is to correctly follow the camera movement and perspective according to the track. FIrstly, I began creating a 3D scene to attempt a recreation of the garage. As we had covered 3D lighting in Nuke a short while ago, I found this area very interesting and quite powerful. To implement this scene, I created several planes and extruded them in Nukes 3D viewer, and created 3 different lights. Two lights in the first area of the garage, and one glowing red light into the machine room. These were all set to vary in intensity to capture the lights into the 3D scene.

I also added the mouse created in my collaborative project, and animated it to a basic degree so that it winds and turns to look at the camera as it approaches. I wanted to also have the mouse jump over the bricks into the machine room, however this did not quite turn out as I had hoped. Instead of jumping over a 3D wall asset, I instead faked the disappearance of the mouse with a Multiply node keyed to make the mouse disappear as it jumps upward towards the broken wall.

Shortly after creating a basic shape of the 3D walls however, I started to have serious issues with the way the geometry followed the perspective of the plate, and creating geometry to follow the shape of the broken wall was turning out to be extremely difficult as the sequence played on. as well as Nukes modelling toolset to be a bit less usable when compared to specific 3D software. All of this was generally an attempt to capture 3D lighting, but this was not proving accurate as the track played through. The largest issue however, was the strange results I was getting when the camera moved closer to the broken wall, as the lighting would bounce off seemingly thin air due to the perspective change.

Another major hurdle I encountered was texturing, as moving from 3D modelling and texturing software I made the mistake of thinking the same process could be done in Nuke. As I was having some success exporting geometry from Maya to Nuke in Alembic format, I experimented at first with exporting the geometry with correct UV tiles, and tried to texture using the ‘stmap’ node and exported texture maps. This was largely unsuccessful, as the textures stayed in the same position whilst the camera moved, creating a dizzying effect and not at all what I had envisioned. In an attempt to fix this issue, I tried to transform the textures according to the camera movement, but this again was proving not to be a solution. The final alternative was to use flat colour swatches without any texture to alleviate the dizzying effect. This is not how I wanted the final models to look however, hence why I began again with fully textured sequences.

I enquired with several of my classmates as to the issues I was experiencing, who tried to help me as much as they could, but through my process I soon realized that I had approached this project from almost completely the wrong angle. As my specialty has ultimately been working in 3D, understanding composition when working with 2D plates is another aspect which I have to consider more carefully, and furthermore realize that the rules which apply to 3D software do not necessarily translate into developing compositions. The reality was becoming clear, to begin the project again, recreate the rotoscope and eliminate the 3D scene. Also, to replace the objects and textures with sequences taken from Maya with already textured and lit assets. As well as this, I wanted to develop a much more cohesive script, which does not create a large amount of issues as created by my first attempt.

Despite all of these problems I encountered during my first attempt, I still feel that I learned a great deal about working with Nuke, and surely what not to do when developing a balanced and understandable scene.

Categories
Advanced & Experimental Maya

Satisfying Animations

I added the sequence into Nuke to add a dropShadow node onto a green plate, and also added a vignette.

Casino Style Pendulum Wheel

For this project, our task was to create a satisfying animated sequence using Maya’s toolset. Using the MASH editor and keyframed animation, I wanted to create a series of rotating and counter-rotating objects to develop an interesting effect, as well as using a Lattice Deformer to create ‘waves’ as the pendulum ball swings into the outer blocks. As the spheres make contact with the outer blocks, the chosen sphere with ramp up a blue or red glow, which dissipates as the pendulum swings. I also created two helix curve tracks which are followed by two pulsating spheres around the pendulum, using Motion Paths.

I wanted this animation to give a sense of flow and gradual lighting. With the same colour palette as one might find on a roulette table, I chased this aesthetic a little more and decided to create a surrounding of golden bars, with a royal rich green engraved with small patterns. The only major colour shift throughout this animation is the glowing blue sphere on the end of the pendulum. I felt that the counter-rotation of each plate also seemed more dynamic as opposed to all plates rotating in the same direction, perhaps indicating a hidden mechanism driving the machine.

This version is the toned down one, as the experiments using MASH were beginning to create a convoluted scene. Originally, I wanted to create a human mesh out of tiny spheres, which would fall apart and regroup when an object passed through them. The simulation time however was making this unrealistic, and I quickly changed course.