Senior Thesis
Saturday, May 7, 2011
Monday, April 25, 2011
ncloth issues
the simulation runs fine until the arms are animated to the side (picture 1) then the cloth gets pushed into the character
further on the simulation the arms are crossed over the chest creating the second issue (picture 2)
since the cloth is already obstructed by the geometry if I try and increase the pushout or anything from there it goes crazy (picture 3)
Friday, March 11, 2011
skin texturing finished
here are some renders from the final skin composite. the specularity still seems a little bit high but thats only because it has a direct light source hitting the chest. I studied some references carefully and skin does actuallly shine like that under direct light- the legs are recieving much less direct light than the chest and are thus more diffuse.
regarding the seam issue that you can see here-
I already solved this issue I just havent updated the maps, its just a setting you click in zbrush when you are going to export your color maps, there is a fix UV seams button
also these images are rendered in a 32 bit linear color space in openEXR format so I had a lot of control over the final look in photoshop, and these are just one of many possible looks for the skin
Wednesday, March 9, 2011
WIP 3/9/11
I have what I can consider more or less concept art for the main character finished. I hesitate to say concept art because these are both completely done in 3D with (almost) final textures, but the eyes were added in post due to time constraints and the desire to get a mock up ready
The shaders also are not finished. I am using the miss_fast_skin shader for mental ray, and the the dual channel specularity built in to the shader does not have the best results (as is evident by the huge highlight in the chest area), it is best to output the SSS color of all layers into the additional color of an MIA material and derive the specularity from that shader as it is physically accurate. But once again, these were done mainly for testing purposes to make sure the model looked accurate with physical features
the hair was done with shave and a haircut, rendered separately in maya software, and everything was rendered using a linear workflow, just out of good practice
This is the original image and (relatively) close to the original render with some color corrections, white balance correction, gradient overlays, light tweaking etc
since the animation will take place largely underwater I wanted to do some color tests to see how close I could get to an underwater environment from just from color correction and a few added textures, here is a test
here is one showing the wireframe. the purple lines are nurbs curves guide hairs for the shave system
The shaders also are not finished. I am using the miss_fast_skin shader for mental ray, and the the dual channel specularity built in to the shader does not have the best results (as is evident by the huge highlight in the chest area), it is best to output the SSS color of all layers into the additional color of an MIA material and derive the specularity from that shader as it is physically accurate. But once again, these were done mainly for testing purposes to make sure the model looked accurate with physical features
the hair was done with shave and a haircut, rendered separately in maya software, and everything was rendered using a linear workflow, just out of good practice
This is the original image and (relatively) close to the original render with some color corrections, white balance correction, gradient overlays, light tweaking etc
since the animation will take place largely underwater I wanted to do some color tests to see how close I could get to an underwater environment from just from color correction and a few added textures, here is a test
here is one showing the wireframe. the purple lines are nurbs curves guide hairs for the shave system
Wednesday, March 2, 2011
WIP 3/2/11
Tuesday, March 1, 2011
BFA show equipment requests
Ideally I would like some kind of display for playing back an animation in a continuous loop, like an LCD or plasma display. If there are none available I can use a projector but ideally I would like some kind of stand alone playback device, using a laptop or computer or dvd player etc to play back the device, which I would have to secure in some way. If I were to use a projector I would need a space to mount it somewhere, as well as secure it. In either case I would need access to an electrical outlet. Ideally I would like to be in the main area of the great space where there is access to natural light for the purposes of displaying framed prints from the final animation.
wall space for mounting framed animation stills
lighting for prints
access to electrical outlet
Ideally I would like some kind of display for playing back an animation in a continuous loop, like an LCD or plasma display. If there are none available I can use a projector but ideally I would like some kind of stand alone playback device, using a laptop or computer or dvd player etc to play back the device, which I would have to secure in some way. If I were to use a projector I would need a space to mount it somewhere, as well as secure it. In either case I would need access to an electrical outlet. Ideally I would like to be in the main area of the great space where there is access to natural light for the purposes of displaying framed prints from the final animation.
wall space for mounting framed animation stills
lighting for prints
access to electrical outlet
Thursday, February 24, 2011
2/24 project update
lighting and modeling test render. jellyfish made using a revolved nurbs sphere converted to polygons, tentacles are made of a hair system also converted to polygons, both to be converted to nCloth for procedural animation. rendered in mental ray, used mia_material for a shader, still need to fix the fresnel reflections in the jellyfish. glows made using a surface luminance node outvalue to vchord of a ramp to glow intensity of a lambert as a workaround to artifacting from glows in mental ray. still might comp it in post however
lighting tests using mental ray glow as described above (right) vs. mia_light surface attached to additional color of an mia_material (left). light surface shaders create artifacting when used with a final gathering solution, so I will probably scrap that in favor of a photometric light with an IES profile outputted to a blackbody shader to control color temperature to control the jellyfish illumination/bounce light
sculpting finished on final character young version, still have to make older version but that will be a different model with just the head visible to allow for more polygons. current model is just over 13 million
laid out UV's, started texturing using a mix of photographic textures and polypainting. some elements like the hair will not be present in the final texture map. this is a low res map (1k) exported from subD 1 level so there is very little detail here, just for examples sake
lighting tests using mental ray glow as described above (right) vs. mia_light surface attached to additional color of an mia_material (left). light surface shaders create artifacting when used with a final gathering solution, so I will probably scrap that in favor of a photometric light with an IES profile outputted to a blackbody shader to control color temperature to control the jellyfish illumination/bounce light
sculpting finished on final character young version, still have to make older version but that will be a different model with just the head visible to allow for more polygons. current model is just over 13 million
laid out UV's, started texturing using a mix of photographic textures and polypainting. some elements like the hair will not be present in the final texture map. this is a low res map (1k) exported from subD 1 level so there is very little detail here, just for examples sake
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