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.


WEEK 9 TECHNICAL STUDIES ( Hair Simulation and experiments)

                                                             Face adjustment again
                                                                  Sharpening the jaw
Final result.


Problems and issue if direction of the nurbs is face wrongly.



Hair simulation experiment with GMH. Spent quite awhile to play with this. Unfortunately the render result i get on top is already 6 minute long.Could not afford to render more amount of hair follicles,colours and play with the dynamics due to the render time but basically it could even simulate on their own when moving if the computer rendering it is high-end.  

End the end i decide to create polygons for the hair instead.

Tuesday, 1 April 2014

WEEK 4 REFLECTION (SOUND DESIGN )

SOUND DESIGN IN FILMS
Action sequence and Music sequence is different in different films depends on the style of the director. Within this sequences,there is 3 different elements that can be played with, ultimately create the sound design that best fit the film direction and acting.

Sound design in categorise in speech,sound fx and music.
Sometimes silence is also used in films to create another type of idea to the audience.

As from the action films i like,they rely alot on sound effects to convey pain and destruction for example in Avengers,S.P.L or Ironman. When the protagonist get smash or punched, the sound fx will be exaggerated loudly which in real life , it shouldnt. However in films like Le misérables,the sound design was more of speech and music in my opinion. Therefore feel that in different genre of films , sound design will be planned differently to synchronise/convey the message of what the story is telling through the film making.

Quality of sound like rhythms and loudness of the films also effectively changes the tempo of the films. For example in some comedy shows or cartoon,the rhythm is faster.


DIAGETIC AND NON DIAGETIC SOUND
Diegetic is an actual sound whereas is non-diegetic is an commentary sound.
Diegetic sound in my opinion pull you closer into the film,making you more involved within the films because of hearing and voicing out from the perspective on the protagonist.Non-Diegetic shows you sometime outside of the story world.Can be combined with diagetic to form comedy or horrow films.

Saturday, 8 March 2014

WEEK 8 TECHNICAL STUDIES ( ANATOMY ADJUSTMENT AND NORMAL MAPS EXPERIMENT )

 My 2nd set of costume was passed to my teammate for retopo while i start working back on my 1st costume.

I receive feedback from hillary that the anatomy of the model have problem and have to be adjusted. Its a problem and time consuming process since i have to readjust all my subtools in zbrush which is also my costumes, and most importantly, i cannot mess up the retopologized geometry.

I also begin working of experiment normal map which is very important to create an illusion for the details of my model for free with lesser render time compared to displacement/bump.Lucky to have masterclasses regarding the exporting and methods for working with normal map.

Sculpted my character outfit with very dense geometry.

Saved the Dense and Low poly geometry into 2 different .obj

Plug into a software called XNormals

Render out the normal map and plug into MIA shader inside maya

The results i get after rendering in mental on the right.(*this experiment was done before I adjusted my character anatomy. )

More normal maps and sculpting to be done for the next week!

WEEK 7 TECHNICAL STUDIES ( SUBSURFACE EXPERIMENT AND 2ND COSTUME SET)


 MIA FAST SKIN test after saturday's masterclass with Elvin. Subsurface scattering experiment.
 Modifying and tweaking face features.
 I send my first set of model for retopo with my teammate and i move on to sculpting my 2nd set of costume where my tvc character is going to wear a swimsuit!

On 2nd set of costume i using a new set of brush made by zbrush professional ryan kingslien for cloth and a few other brushes found on zbrushcentral.