Sunday, February 28, 2010
Slow progress
in OpenCL Particle SystemIt turned out to be more difficult than expected to implement the screen space meshes algorithm. To be honest, I’ve not done much progress. The depth map is soon done though, and I’ve began look into silhouette detections, but there’s a lot of work left before it’s completed. For the upcoming week I will continue working on this, and hopefully get it done before I get too far behind in the schedule..
Progress report 5
in 3D Environment DesignThis past week have been pretty much the same as the last one, I’ve basically just been texturing the scene. I worked my way around the house by using the previz camera angles to determine what textures I would need to focus more on that others.
But atlast, the texturing is complete. There are some minor things that I will need to work abit more on, but still. The next step will be bumps and occlusions, and then I will start with the lighting.
Hopefully that will go smooth, since the scene consist mostly of spotlights to begin with, and alot of dark areas and natural shadows. Thankfully it takes place during the night hours so I won’t have to imitate a fully realistic skylighting.
Here are som pictures of the progress. Unfortunately I got “A error has occured. Rendering aborted.” while rendering the outside of the house (I think somethings wrong with the roof texture), and I have no idea how to fix that so these 2 will have to do.
First floor textures
Basement textures
Saturday, February 27, 2010
more texturing
in Game Demo Environment DesignI have textured almost everything in the level now. Next week I will texture the last objects, redo some which i’m not satisfied with. I will add a couple of small objects, and I will hopefully be able to start preparing for lighting at the end of the week. Creating my uv spaces for the lightmaps etc.
Peasant Village - Meat snake Compositing
in Peasant Village, Visual effects in live actionThe last couple of days I’ve been doing some rendering… some more rendering… and then some compositing…
I finally got all the passes/layers to work properly. I used 16bit float OpenEXR for all the renders and I am now very much in love with the .exr file format. All compositing was done in Fusion. I kind of wanted to get started with Nuke, but thought it to be better to take one thing at a time. Compositing the shot has been loads of fun. Created my first clean plate ever (it’s not THAT clean, I know, hehe) and was surprised by how good it worked. There’s been a lot of tweaking, going back and forth, trying to find the right shading/look for the snake and getting it to fit in. Will probably tweak it a little further tomorrow. Anyways, here’s some stills.
Click to enlarge
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uv and texturing
in Modeling for game enginethis week I finished the uv map and prepared it for baking and texturing, I did some tests with a program called xnormals baking occlusion and normal maps.
Friday, February 26, 2010
UV mapping, modeling and tveaking on the character mesh
in Game Character CreationThis week i have been modeling and uv mapped the weapons and belts for the character, i have also uv mapped all other things but not the character and the ear. So next week i will uv map the character and ear. Begin to texture the weapons and all other stuff. Have also tveaked on the characters face because i wasn’t satisfied with looks of her face before. I haven’t done something yet about the hair but i come to conclude that i will do a mix beetween mesh and planes to create the hair…





truckers progress
in Character modeling and texturingthis week i´ve been testrendering a lot trying to figure out how to light the scene. i´ll problably use an hdri image and fg + some extra lights.i´ve also been sculpting some accessories to the characters, modeled a second truck and started texturing stuff, playing around with the mr materials.


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UV Mapping and Low Polygon
in Character Creation for Game / CinematicThis week has been a full work at uv mapping and correct some bad topology on these characters.
Have also made all accessory and uv mapping for both characters.
I am going to do four uv maps on both characters and they will be 2k textures.
UV maps sections are:
- Head
- Body
- Arms / Legs
- Weapons
Some minor changes on UV maps sections can happen, it depends how efficient UV map will become.
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Displacement fixed finally!
in Creature Modeling for Film Production
I have been fighting with the displacement map for a day or two now. But now finally it’s fixed.
Seems that I have to work on the textures during the weekend…
/Evelina
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shortfilm, HVFX - explosion using fluids and sw missile
in Shortfilm, helicopter explosion VFX
This week has been all about understanding fluids and tweaking the dynamics of the rising cloud, a snow cloud rushing towards the camera and animating the missile and its smoke trail. We had some bad luck with the rendering as the computers where updating during render hours, wich forced us to use layers of early rendered material.
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50s diner - lighting progress
in Realistic 50's diner for film productionThis week I have been lighting a lot. I have also tested to use global illumination in combination with final gather, which I
realized (as I thought from the beginning) is not going to work. the rendertime is too much. So I decided to only use FG and
some other lights to fill up the scene. The time of the day is going to be morning, and this is how it looks so far..
The glass looks a bit wierd, I also need something for the outside.
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Animation progress
in Game Demo Animation
The animations are coming along nicely. I have completed a few cycles(some tweaking is needed though), I have among others done a damage animation and dodge animation, and I’ve been experimenting with attack animations (Next week I will probably uppload a short movie instead of an image to display what I’ve done).
Color
in Game Demo Character Modeling
This week I’ve been working with textures, ambient occlusion layers and specular maps, I’m not done just yet but here’s a picture of my progress.
Wednesday, February 24, 2010
Peasant Village - Meat snake, one frame comp
in Peasant Village, Visual effects in live actionDid a quick comp test to see if my passes/layers worked. Click for 720p version. No motion blur yet… The two fingers holding the snake are CG
Feedback would be much appreciated as final rendering of the entire sequence is ahead! Ta!
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Done with modeling and sculpturing!
in Creature Modeling for Film Production
Now I’m finally done with the modeling! I’m of course not 100% satisfied yet, but you never get satisfied anyway, I should just stop working on it now before it gets over-worked-on.
Maybe I have to change somethings in the future, but I will continue with the next steps now. I’ll post pics of the result with the displacement map shortly.
I should have been finished with the textures now this friday. - I’m a little bit behind in the schedule, but it’s ok I will start with it now and it will be finished pretty soon!
Feel free to comment. /Eve
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