Wednesday, 23 November 2016

Maya Quad Draw - and Relax (tool)

Ha! Maya's Relax tool, in Quad Draw mode.....made my quads all neat and tidy...and relax...ahhhh

Ice Man below, ready to be duplicated, merged and become transparent!


Saturday, 19 November 2016

Nuke X camera tracking

Camera tracking in Nuke X composting sofware...

Converting UHD 4K video to HD
Removing lens distortion, line analysis and drawing mode...drawing straight lines over any straight lines in the footage..
Analyse lines
Save
Input Read command and Camera Tracker...
Number of features 600
Feature separation 6
Select frame range eg. frames 50 - 300
Track
Once tracked, if there are any moving objects, such as people or cars, then remove those trackers manually.
Solve
Error value of below 1 is required.
The green markers are shown top left.
Any markers shown as red are rejected
Orange are to be solved.
The graph top right allows for the slider inputs to change the maximum error value. Tweak repeatedly until the error value is less than 1.

Hover mouse over view panel (top left) of the workspace and press 'TAB' to switch between 2D and 3D views

3D view showing Camera tracker cloud (white blob markers in 3D environment)

To import into Maya, in order to insert 3D objects that are embedded and move seamlessly within the scene, a scale and an origin need to be set; plus a selection of markers showing the ground plane need to be established.

To set origin in 2D viewer
Right click on a single marker on the ground
Select 'ground plane'
Select 'set origin'

To set scale:
Select one marker, SHIFT and click another
Right click
Select scene
Add
Scale distance (set scale dimension to the same as a known distance within the scene. In this case a paving slab of 40mm)

Magenta markers shown below in the 3D view, indicate the camera tracker markers that were selected on the ground plane.
Select markers on the ground
Right click
Ground plane
Set to selected


To test that the camera tracking, lens distortion correction etc are all working well, place a 'card' into the scene.

Select tracker
Create
Card
'TAB' key and Scanline Renderer node to toggle between 3D and 2D views
Card placed and rotated.
Apply texture if necessary with TAB key 'checkerboard'

Send Camera and locator to Maya
Select Scene 1 (shown as red circle in node graph below)
TAB key
Write geo 
Double click 'write_geo' node
File (black folder icon similar to file folders in attributes box in Maya)
Name file 'tracked_camera.fbx
In the options box (5 options, Geometries, Cameras, Lights, Axies, Point Clouds) just select cameras and point clouds.
Execute - select frame range
Open Maya
Set frame rate to 25 fps
Set project etc
File import 'tracked_camera.fbx
Can take a while as it imports a camera every frame, and each frame is key framed

Thursday, 17 November 2016

Quad Draw practice

More practice with the Quad Draw tool; and following the tutorial and examples of good geometry around the eyes, nose and mouth....


Sunday, 13 November 2016

Retopology practice and quad draw

Practicing today with retopology and the quad draw tool...
The eye shape is coming along, but I need to practice doing good loops around the mouth...

Re-group in more ways than one!


Friday, 11 November 2016

Reflective practice; examining unconscious themes in design development

Whilst eating a cake in the Grad Centre today, I noticed my research poster on the wall....I was struck by the orange guy on the bottom left of the poster...

I had literally done a material finishes test on my ice man model, about 30 mins before in the 3D lab, using the 'orange reflective' finish to see how it would look...

Interesting to see how many creative ideas from my first film concept (a character trapped in a camera negative, escaping to the light) have translated and adapted into Thaw.
The emotional theme is the same; and fascinating to see how many visual references are similar, and that I have unconcsiously carried through...

I think the Research Poster embedded some deep ideas and challenged me to be deliberate in my creative choices

Orange Reflective finish test in Zbrush
Final film, original concept idea...

Experimenting with Material finishes in Zbrush

Experimenting with materials in Zbrush; to give me some inspiration and some ideas for how this model and it's features will register and look in a glossy reflective finish







Dam_Standard and Move Brushes in Zbrush

Playing with the Dam_Standard and Move brushes in Zbrush.

My ice man material will be similar to transparent glass and I've deliberately avoided using lip sync, dialogue or eyeball animation....the net result being that my model has no internal mouth or eye geometry (as this would show up when the model is transparent)