those are the 2 shots that i had to texture
on this shot i created the rectangle that you can see is as reference to a human size by using the door of the environment habitat as reference in this was very useful when creating the foliages
pic of rendered shots
the main issue that i had when creating my plants and grass was the amount of poligon that maya can take as the environment is so big and also because of the amount of ram that i had on my Mac there was mo way for me to cover all the environment with foliage so instead i decided to focus on the areas close to the camera (foreground and middle ground) because our actual film will de shot at night time so the area in the background wont be seen so much.
The reason why i used day light for my texturing was to be able to easely adjust any problem with my textures
Shot 12
shot 13
LIGHTING
as we were getting close to the deadline and Nathanael still had problem lighting the scene for a night shot i proposed to the group to use the sun and sky system as it can be use to generate night shots and will facilitate our work flow as we will just have to input the same setting to each shot using only one directional light
i did not adjust the final setting of the light alone but what i did was explaining to the rest of the group how to adjust the light of the sun and sky system to create an night type of lighting i left it to the Director to do the final adjustment so that he can get the look that he wanted i also provided the group with link to tutorial that explain very well how tho use the sun and sky system.
http://wiki.bk.tudelft.nl/toi-pedia/MR_Rendering_a_night/evening_scene
http://download.autodesk.com/us/maya/2011help/mr/shaders/architectural/arch_sunsky.html#Sun_parameters
the only problem that come with the sun and sky system is related to texture files when created the sun and sky come with an exposure adjustment node that has its own gamma value and for the texture to render properly they need to be gamma corrected. so i added a gamma correct node to every texture shader
to found your gamma correction value you divide 1 by the gamma value of the exposure node in our case 1/2.2= 0.454...
this is the link to the final render shots the password is : rave
http://vimeo.com/61955125
http://vimeo.com/61889369
Growing planet
today is the 12 of march and we only got 3 days before the submission dates for this unit
i have finally been able to get the rest of the asset to attach my particle to the ship. it has been 5 month since we started developing this film and i fear that thing are going very slow it should not take five month to do a 10 second animation of a plane crashing nor five month to model the environment ground specially when there is 2 modeller working and also i will have to light the shot as well because Ozi don't think that it will be able to do it in the time we got left guess another nigh without sleep
the first problem i encontered was with the animated ship the animater decided to merged the part of the textured and UV mapped ship that i gave her mot realising that it will affect the mapping i guess
damaged UV
I resolved the problem by first applying the main body texture first and then selected the faces for the ship side and then apply the second texture
the second problem involved applying the particles to the merged version of the ship i could not apply most of the particle because i needed more than one object to resolve constraining and parenting issues and i could not separate the mesh as it would have affected the animation
play blast of the particle
this a render test of the smoke and fire particle animated on there own using maya because mental ray don't recognise them the little bits of geometry you can see in the test are my fault i selected some of the geometry faces by mistake but the particle are animating properly
light renter test
on the first render the texture looked 2 glossy so i changed the glossiness and specularity of the shader
the result can be seen on the second picture











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