Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

Tuesday, 13 May 2014

Requiem Response - 02

My second reaction to p.1 of the Requiem

Requiem Response - 01

My first reaction to p.1 of the Requiem


Tuesday, 29 April 2014

Working Out Base Texture/Colour

Here I have compiled a few textures that I have been look at for the base structure. I have been trying to find a texture that well go well with the other objects yet refrain from being to 'busy'.

 1

I started off looking at cherry wood but found that It did not really blend well.



2

Here I looked at some dark and light woods. I find my self quite liking the bottom right wood as I very much like its texture (not to busy) but think the colour does not quite match the objects. Upon some exploration and some tips, I believe the problem with the colour of the wood comes down to the hue. Like the bottom image, I think that the colour needs to be warmer to fit with the objects. I intend to take the bottom right image and get a mix between itself and the warmth of the bottom image.

Light Up The Intro Experiments

(Note: These are not the true colours. They have been washed out slightly)

Here I have returned to looking at the lighting for the intro. I had at first found image 1 to be the most appealing but upon some experimentation I found it to be quite dark to which I had not noticed before. Although these lighting experiments are not vastly different from one another, I find my self quite liking and stuck between 4 and 5. 

Within these experiments I have used three types of light; Spot Light, Point Light (base light) and Area Light.


1

After some experimenting with the light, I found the bump map on the copper to be to extreme and reduced it from 5 to 0.100.


2

To light up the scene I used a spot light directed towards the scene. 


3

I then noticed that on the back wall some funky line (image above) which ended up being that the brass had a slight transparency to it. I turned that off to which fixed the problem and made the lighting flow a tiny bit nicer.


4

Thinking that the spot light might be a little to bright I dimmed it down slightly (so to get rid of the bright light spot) and added a dim area light bellow facing up. This gave a nice light and still allowed for some shadowing.


5

With this experiment I tried something slightly different. I got rid of most of lighting but placed an ambient occlusion pass on the white back drop which also  runs underneath the set. I believed that the metal has reflected this and has brightened up the scene. Its not much different from image 4 but feels a little more clean (less shadow).



Monday, 28 April 2014

Pre_Viz - Building The Animation

Looking towards the animation, I have done a pre_viz before I fully commit to the final outcome. This is mainly to test timing and to see if I have missed placed or need to edit objects position.



From this I have learnt that I need to have a look at the frame size between maya, after effect and premiere pro as I seemed to have gotten this slightly wrong this time around. I also feel that the text needs editing to a different font as I feel that it is hard to read and does not fit the animation.

Friday, 25 April 2014

Setting Up Intro

I have now turned my attention to the intro of my animation. I had wanted a very metallic theme for the intro (in contract to the rest of the animation being made of natural wooden textures) but on apply the copper texture to everything as a test I was a little put off (image 1).


1

Copper Mad!



2

Lighting It Up

Still using the copper texture, I placed some basic test lights. I made it a little more appealing but feels a little to clean with its shine and reflectiveness.


3

Introducing Brass

Here I have swapped the back wall, fittings and fancy gear with the brass texture. I was unsure of this at first but coming back to this image, it is growing on me. The copper texture still feels a little to clean.


4

Lighten Up Mark 2

Moving around and duplicating the light I have lightened up the scene. I am unsure of this and feel that I have lost something that I had in image 3.




Line Up Re Edit

Here is the line up with the minor changes in place.


Improve Earth Texture 2

From some suggestions, I have swapped the dark and light colours around so that with the bump, the land mass pops out rather than the sea. I have also darkened the light coloured wood so that it has a more of a warmer feel to match the rest of the line up.


Improving Flower Texture 2

Here I have darkened the petals so they are a little more brown so they do not feel alien to the rest of the objects with its light, almost painted feel.




Texture Line Up


Here is the line up of all the main objects with there new edited textures.


Improving Earth Texture

The earth took me the longest to figure out with how I would show that it is the earth. I am quite fond of this texture as even as a stand alone object I find it quite appealing. I think the bump map works well with this object with it indenting the land  mass.


Improving Peg Family Textur

For the peg family, I changed/edited a lot of its textures as I had wanted the three to fit together but also have there own identity in there colouring. I quite like them as they feel like they fit together nicely.



Improving Cow Texture

I quite liked the cows basic texture and thought it suited the cow well. I made some minor changes by highlighting and darkening areas to try and get thee that this is aged.



1

Line Up


2

Cow Extra's

Here I have textured the extra's that follow the cow. I wanted a cottage sort of feel with its colours that would go with the cow. I quite like this although the base stand may need darkening slightly as it may be a bit to bright.