Friday, 24 March 2017

First test renders of iceman - using Mia_material_x preset 50% frosted glass and 50% thin glass

First initial render test in Maya...
Ice figure is now modelled, rigged, weighted and UV mapped and is shown here using a mia_material_x shader and a preset Thin Glass 50% and Frosted Glass 50%. Once I have the correct shot lined up, I will lock the camera, tidy up the outliner and duplicate the iceman three times.

The image plane at the back of the shot is a still taken from the timelapse footage that I shot in Kingoodie, Scotland.
The tree was modelled in Maya and then the branches were embedded into the trunk by importing it as an obj into Zbrush and using the Dynamesh geometry tool and instantly changed it all into evenly spaced quads (brilliant).
The tree is shown in smooth mode and requires more work, plus a UV map which I will create using the Maya  unfold UV bonus tool and then I can apply a bark texture and a bump map.

This image also uses IBL and we've taken a still of this footage (rather than the correct IBL 360 degree image) to use as our IBL light source.... for the purposes of this film, it will work fine. A directional light has also been placed in the scene and the IBL sphere rotated with the rotate tool, so that the sunlight and directional light are all coming from the same direction

    Left: Test render shot.   Right: Perspective view
Left: Test Render    Right: Perspective view showing the IBL sphere and the model tree selected
Inside the IBL sphere with the direction light (brown arrows) pointing towards the image plane and tree
 Inside the IBL sphere, showing the tree and rigged character

Thursday, 23 March 2017

Final UV map

Iceman UV map using the bonus tool and then the view of the border edges, as shown in thick green lines in the perspective view.
I'll increase the scale of the head map, to give more resolution, but it's pretty much there!


Final paint weights and tree geometry


Finalising the paint weights on the legs and hips today...listening to Ceilidh music has also had an influence on the pose!
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Below is a quick snap shot render (not lit) of the tree; which was modelled using cylinders and then  the sculpt brush to create some additional bumps and quirks to the bark.
Tomorrow, I will clean up the tree mesh and create a bonus tool UV map and begin to put the scene together...and then spend some time with Sean to double check the render settings and refractions of the water shaders on the ice men...



Sunday, 19 March 2017

UV mapping using the bonus tool

Re-discovery of the Maya UV editing bonus tool!
This was a great way of creating quick border edges.
Not sure what happened at one point, but I managed to actually select and create two unwanted border edges, randomly on the shins. Took a while to find and select them, but once found, even though it wasn't possible to delete a border edge, I was able to shift select and choose the 'merge border edge' option...

I've put this checkered material on the model, so I can see how the UV map is laid out and scaled...


Thursday, 16 March 2017

UV mapping in Maya

Continuing UV mapping...
I've decided to make the seams run down the sides of the body and the under side of the arms...
Image below shows the UV editor interface and the shell selected both on the UV space and in the perspective model

UV optimise tool using a large brush size (yellow circle). Optimise tool evens out the map and removes distortion

Wednesday, 15 March 2017

UV mapping Maya

Iceman is ready with new geometry, rigged, weighted...
UV mapping now, using the UV editor, automatic mapping and then cutting the map to make sure that the seams are at the back...
This really reminds me of costume design and paper pattern making at Wimbledon School of Art...

Using the sew UV tool, with a brush size that will only select and incorporate the edges that I require to be sewn (if the brush size, indicated by the faint black circle in the image below, is too large it will cover a multitude of edges - and will attempt to sew them all together - and the result will be a mess.
Only the two edges of the arm - as highlighted by the orange line - will be sewn together. The last segment on the right show edges highlighted in red. These will be sewn together by click and drag select...


Using the unfold UV tool, to smooth out the map...I am using the space outside of the UV area to work on, and will move and scale the map accordingly, once done, and fit it all onto the UV area


Sunday, 12 March 2017

New knee geometry with weighted deformation in Maya

New knee geometry with weighted deformation

This low angle shot has given me an idea for one of the opening shots of the ice men...glimpses here and there, but we're not sure exactly what we're looking at to begin with