Sunday, 4 May 2014

Thursday, 24 April 2014

WEEK 15 TECHNICAL STUDIES (Finishing)





Animation shot rendered and composited
All done by me.

Composition passes use:

Shadow Pass
Beauty Pass
AO Pass
Matte Pass
Normal Pass
Color Correction/Hue adjustment/Levels/Color Balance used in AE

WEEK 14 TECHNICAL STUDIES ( Turntable and Rendering )





Turntable problem.Mesh is too dense,computer maya keep crashing and hang when i try to harden my normals.Turns out i have to do it part by part for the vector,time consuming but no choice. Another problem i faced was , I need to apply lambert on the models,if not MIA material will not work in vector render therefore nothing will appear even if I do the steps below.

Method use for maya vector.
1) Select your objects and press "1". 2) Select all the edges of the object that are suppose to be smooth into a "Quick Selection Set". (Create > Sets > Quick Selection Sets > name your sets and select "Add to shelf") 3) Select your objects and press "3" 4) Select Modify > Convert > Smooth Mesh Preview into Polygons. 5) Select the Quick Selection Set you have created earlier from the shelf, Normals -> Harden Edges. This makes only the edges you want visible to show up in the final ren0der. 6) Change the settings under the Maya Vector tab, to include edges, Edge style to Outlines and rendered the image with Maya Vector.

AO
Normal Pass
Matte


WEEK 13 TECHNICAL STUDIES ( ANIMATION)


Animating the shot passed to me.



WEEK 12 TECHNICAL STUDIES(HDRI and Video Shooting.)

HDRI test to check shader working correctly.


Extra storyboard sketches done by me

Extra storyboard sketches done by me

Extra storyboard sketches done by me

Extra storyboard sketches done by me

Extra storyboard sketches done by me

Extra storyboard sketches done by me
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Redirected to

''Footage for reference Assisted by Thao''
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add on.
Teeth After getting retopoed and Uv.





WEEK 11 TECHNICAL STUDIES (blendshapes)


Sculpting blendshapes in Zbrush
before sending over to maya using GoZ.
I avoid any blendshape that require opening the mouth because the vertices are too close
For me to move/sculpt/mask them cleanly.

Difficulties faces on this stage is due to the low poly model. Its harder to get a
better aesthetic look that i want to see after the model is smoothed.
therefore i still have to adjust it after moving to maya.



Imported to maya
Splitting the blendshapes individually to left and right side of the face
to allow more controls over the expression.
Blendshapes work in progress.


Full Blendshapelist.


Correctives done for inbetween.

Small problem for the blendshapes again would be because its a cartoony female face.
I avoid blendshape that would make the face looks ugly like scrunch and sneer.Basically
avoiding blendshape that will cause the face to shift drastically.

WEEK 10 TECHNICAL STUDIES (Textures and settings)


Textures for character

Changing colour profile input of Overall Bump in
MIA shader if you encounter any texture or normal
map problem. Normal maps read Linear SRGB .


Eyes texture with fake reflection from Hdri
referenced from cgmeetup tutorial on
'Monster University' Mike's Eye shader Settings.