Monday, 16 May 2011

Shot 30 - Demolition

So here is a playblast of my first shot for Heroes 1.0 (shot 30). I was speaking to Kofi, and he basically asked if I could set up the SSS shader as well as light the scene, the two go hand in hand really, so I told him I would take care of it. Here is what my animation looks like, I tried to incorporate a bit of anticipation with a slow ease in. I think it works well, and I also added some follow through with the up and down bob at the end. I showed it to both Kofi and Clym and they said it was good.

Assigned Shots for Heroes 1.0

I have been assigned shots that require animation for 'Heroes 1.0'. I spoke to Clym and Kofi who were deciding who gets what shots and said I would be happy to do some, although bearing in mind my skills are not the best I should be given some of the easier ones. This is only because I personally do no want to let the group down with bad animation in some of the key scenes.

My shots are : 1, 5, 7, 11, 13, 14, 28, 30. These shots are not as demanding and so hopefully I will be able to deal with them efficiently. After browsing the shots, I saw Shot 30 was the shot of the builder pushing down onto the detonator and decided I would deal with that first as I had to model the hands too. Kofi also asked me if I could perhaps set up SSS for the hands, which I said I would do as I have dealt with it before.

Iceberg Displacement Test

So Carlos said he was having problems getting the displacement map for the iceberg working properly. I helped him set up the correct process in class, but the result was not what we wanted, as there were seams showing through and it did not look good. I said I would give it a try myself at home, as I thought there were a few things I could try. So I UV mapped the low res iceberg properly to ensure that it would not give any bad seams or cuts through the displacement. I then created the map using maya, using the transfer maps method.

I tried twice but each time the results were not good, I had to go back and check the search envelope to make sure it was not the reason for the displacement looking like it got cut off, the second time I made sure it was big enough but still it came out badly. I referred to my displacement map notes I had made whilst watching tutorials before, I set up the approximation for the mesh and then started tweaking the settings but alas...I could not get a better result. So it looks like the high res maybe the only option for the final shots...I will inform the group and see what Andy, the director says about this.

I personally feel annoyed as I have had lots of experience with displacement maps and it seems there are always issues. I tried the best method and settings but still not joy..Guess this is all part of the learning process.

Polaroids - The Deep


I was asked by Andy to create and texture the ploaroid photographs that the child rummages through in one of the later scenes in the film. I made a quick model with enough res incase they were to be rigged with deformers for some kind of bend, etc. I then uv mapped and texture them really quickly, all that is left to do is get the individual pictures mocked up and applied to the different snaps. I used Photoshop for the texture creation.

HyperShade

I was asked by my director on 'The Deep' if it was possible to create a shader network within Maya and then be able to export and import it into a completely different scene. I thought about this for a moment, then realised it should work, as the nodes will be saved and stored for the shader even though the scene will be completely blank. I carried out a quick test to ensure it would work, and encountered no problems. This is going to save the group a lot of time because it means one scene is created with the final shaders and settings in place, then they can simply be exported into the other shots and just require the textures to be relinked. Fast, efficient and easy.

Shot_04_Finished

This is the finished animation for Shot 4. I slowed down the movement of the submarine and tweaked the submerging of the sub. The initial feedback I got was that it was too fast so this version should be better and hopefull Andy will think its ok.
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Shot 18 Finished

The finished animation for Shot 18, I added some movement of the jaw at the end to give a stunned feel and make it seem like the eel is dazed. I think this is one of my best shots so far and works well, down to the subtle movement from his breathing and then stunned movement once he gets flashed.
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Wednesday, 4 May 2011

Shot_18_tweaks

Here I have emphasised the breathing a little more, by making it more prominent. I also added some head movement after he gets stunned to show the eel becomes dazed and loses his sense of stability. Next up will be to add the mouth movement which should be the last piece of the puzzle, oh and I will tweak the eye to make it open slightly more.
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Shot_18 Started

This is my first pass of animation for shot 18. It is basically through the view of the camera as the kid is preparing to take a photo and then flashes the eel stunning it for a brief moment. I have animated the eel gently bobbing to give that underwater feel, I also added some breathing and when the eel is flashed his eyes open and brows raised. I think this is a good start and I will continue tweaking it.
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First animated shot underway

This is my first attempt at shot 04/5. It consists of the submarine taking off and submerging underwater. I think this is a little fast and I get a feeling Andy will give me that feedback too, so i will go in and tweak this making the submarine submerge slower.
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