Sunday, 29 April 2012
Playblast turn around of the cops gun
Occlusion passes of the coloured set images
Again these are the lighting occlusion passes done for every environment image you see in the film. When the camera is static you only need to render out one frame of each of the colour and occlusion pass. With a moving camera, or if you have anything in the set which moves like a door, then you have to render out for the allocated number of frames which the scene is. This is the same process for the characters, and again if the charcater is static, like the dead cop, then you only need to render out one of each colour and occlusion frame from the scene and layer them up in the editing software and multiply the frames to the correct scene length.
Renderd still shots of the final environment
Here are several still images taken of some of the various props within the final environment. Because of the camera angles on some of the shots the environment can go by quite quickly so I wanted to include images of the set from perspectives that you will not be able to get from the animation. I did this to give a greater scope on the time and effort it takes to compile things in the environment which you may only see for a second, but would miss if they were not there. Little things such as a bookshelf,calander, bin etc, may seem trivial but these are the personal touches which helps to make it feel like a lived in environment and not just a set.
Villain eyes
This is something which was added to the cillain quite late on. To make the eyes of the villain stand out in even more startk contrast to the heros even more, We decided to add a red tinge to the corners. All eyes have the tear duct in the corner, and the villain had it already modelled in, but I wanted the villain to have a more wide eyed 'crazy' stare. So to make the eyes look more intense and give her a more penetrating stare I asked the modeller to adjust the texture of the corner eye colour to a more deeper pink/flesh colour. This helps to make the white/black eyes stand out more which helped to create what I was looking for with a more intense stare.
Lighting test for the villain
With these images above myself and the modeller were trying to decide which was the best lighting to use for the film, global illumiantion or final gather. Both of the lighting effects are good and add extra detail to the already lit scenes. So to test which one we liked we took several test shots of various levels of intensity and adjusted it to our liking. We decided that global illumination suited the mood of the scene better, final gather tended to make the villain appear to bright (see 2nd to bottom image) but global illumination, after we adjusted the settings suited the mood and cast nice,darker shadows without washing out the textures of the character or the environment.
The image directly above is the chosen light setting, and all of the images above this are test renders for the different lighting options.
Linking up the textures to the final rigs
This is the process I went through once I had recieved all of the final rigged characters. In the base file for each character I had to reload all of the textures which were also sent to me via email from the modeller. I did this by opening up the base file of the chars, in this case the villain and going into the hypershader, which is the box open on the left side of the image and going through the texture files and selecting the missing ones (bottom image) and then selecting them from my projects folder and reloading them from there new location in my project file set. This can be seen in the top image. Doing this means that when the character is referenced into a scene maya will know where to look to find the textures for the character and they wont go missing when referencing in the char. I did this for all 3 characters following the same process and then once the textures had once again been linked up, I saved the base file under the same name as before and was able to reference in the characters with all the textures fully intact.
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