Shot 13:
A quick render in Nuke - just the exr multi-pass images, with no adjustment to passes. This gives a good indication of how the CG textures, animation and melting ice are looking
Andrea McSwan 🎬 Production Designer | Art Director | PhD 🌍 Scotland, UK 🙋 Looking to connect and collaborate 👉 www.andreamcswan.com
Thursday, 22 June 2017
Saturday, 17 June 2017
shot 11. Maya icemen and tree
This is a simple comp, with no adjustments to any render passes...I've created a quick comp, for now, and regularly update my Previs, so I can see where I may need a couple of extra shots, or edits
Maya 3D model tree and icemen, plus timelapse footage
Friday, 16 June 2017
Maya render tests, tree texture and melting ice by animating vertices
Shot_13 showing the melted ice men. I created a simple polygon plane and applied a mia_material_x_passes water shader to it, and animated the vertices on the soft select option, and the ice men move through a combination of a rig, plus lattice deformers and again, moving the vertices in soft select mode....
Below left: Perspective view
Below Right and main image: Render showing tree geometry with a 2K texture map and lighting....this render took approx 30 mins, so I will double check all the settings before it gets sent to the render farm....
Friday, 9 June 2017
Ice Man - exr files, output of the Render Farm
Test render of the final shot of the iceman in a water droplet....I've animated him today and will create a close up of his face, possibly using some of the blend shapes that I created a few months ago, to create a final closing shot...
Of my 18 shots, I have four left to put through the render farm...
Below are some screen shots of the actual rendered frames (multi pass) exr files, which have been tested in Nuke....
Saturday, 3 June 2017
Test render and new framing for shot_13, ready for tilt shift and blur in Nuke
Shot set up for shot_13
Having played with the tilt shift effect in Nuke yesterday, I've adjusted the camera angle for the final shot of the icemen.
The preceeding shot is an extreme close up of Kerry's eyes, which leads nicely into this closeup. I am going to use the tilt-shift on the ice man to the far left and a blur on the background; so that Kerry's eyes and the man ice man on the right are in focus....
Test render at 25% (6.06 mins per frame to render).
Next step to do the final animation on these melting guys...
Friday, 2 June 2017
Render check list and Nuke
One to one tutorial session with Sean, using Nuke to start compositing.
Below (top): Nuke UI, with render passes (Camera Depth, Diffuse, Indirect, Refraction, Reflection, Specular) and merge nodes.
The green rectangle, is a 'background' node, which allows for the node graph (equivalent of the layer system in After Effects) to be organised clearly. In this case, all nodes relating to the passes are on a green background; orange = CG elements; pink = green screen footage. .
We omitted the Ambient Occlusion pass, as the tree geometry has only a bump map, rather than a normal map, and the ice men material shader doesn't require accentuation of shadows.
So far, shot 07 is out of the render farm and the quality looks great
In for render this weekend
Shot 05, 11, 11a, 11b
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