Categories
Advanced & Experimental Group

Tracking Footage

As i am a look Dev Artist for this group project i am only tracking the footage in order to show that i am capable of tracking within 3DE.

I will track the footage

bring it into Nuke Compositer

Add some tracked Objects

Export file and place here

Opening up 3DE equalizer R7

Importing footage into the project

Beginning Tracking of file

Add contrast tio help track

Begining tracking everything.

I know have 27 points tracking forward

i will now track the rest of the points backwards

i now have just under 100 trakcing amrkers

Currently my number is too high, i want to get it down to 0.5000 range, to ensure it is accurate enough to track within Nuke.

I will do this by removing and improving certain trackers within the project.

this should smooth out the graph and ensure there are not gaps in the calculation graph as well as seen above.

My points are now under 0.6000 meaning it is accurate enough to begin the process of adding the lens distrotion info provided by christos.

Now i am adding the lens distortion measurements to ensure that the tracking is accurate to the camera it was filmed on.

I will now add some geometry to help with the import to Maya.

File ready to be exported and imported into Maya.

these are my tacekrs

Just had a discord meeting with dom

his main points to me were

  • track the edges fo the room
  • ensure that equalizer is able to understand the corners and walls of the room
  • end points that go out of frame and then restart them if they come back in
  • aim to have points all long the floor against the wall and each corner of the room

After this short call i was able to get a fresh perspective eon how to track this properly and i am now feeling more confident in getting it done.

This is a better reference as it highlights all the locations that need to be tracked better.

im planning to use the contrast in image controls to help point these markers.

Categories
Advanced & Experimental Group

Texturing and UV mapping couch

Import .FBX file

Ensure there are no duplicate objects

Rename Objects properly

make sure hyper shade is tidy

UV’S Laid out

ready for textruing

Applied UV to all objects within

Export and bring into substance

Categories
Advanced & Experimental Personal

Beginning Process of Building the scene.

For my Personal Project i really wanted to tackle Blender as i felt it was an important program to understand and i was lacking in knowledge and experience within the program .

Here i am beginning the process of creating the water.

I want to ensure that this is accurate to how water actually moves…

In order to do this I have looked at some references as to how waves actually move.

Duplicating surfaces

Adding Cameras

going through objects and ensuring everything is working.

Attaching a camera to a moving vertex allowing it to move up and down with the water

this is to give the camera the appearance of being filmed from another boat.

Makes the sea and boat look more realistic

Importing boat into new scene

Adding textures and ensuring that they attached properly

ensuring that the object is centred.

Bringing boat into original scene “append”

Above we are looking a the camera view in object mode

Object now moving up and down with the water

Now that both the camera and boat are attached to the square grids they will move consistently

above you can see the grid on the water in the bottom left corner, this is the attachment of the camera.

Within the animation workspace i am working on the bobbing of the ship and adding rotations to each axis’s to make the movement of the boat looks more realistic and constant with the water.

Now i have applied an animation to the X axis i also wanted into on the Y

copying the same scales and strength to the Y axis and adjusting slightly

Z axis left alone as sidewards motion would not fit

Now the motion of the boat should look realistic and smooth

Now i can move the camera and boat around as i please

I then adjusted the camera settings such as

  • the focal length
  • its location
  • the rotation
  • the type of perspective

Downloading a Polyhaven Lighting and environment HDRI,

this is a free asset i will be using to give my simulation a sky

although the asset is of a town, we will only be using the clouds, the landscape will not be visible.

I am now beginning the process of adding nodes that will create the texture of water, adding reflection ripples and inconsistencies to make it look realistic

Exporting Scene from Blender.

Here is the first export.

I had some issues with this as the export was not working how i wanted, issues with the render view slowed down this process but through a process of trial and error i did manage to get the result i wanted.

I was very happy with this result because

  • it was consistent
  • the water look realistic
  • the clouds fit and convincing
  • the boat looked smooth and consistent with the water
  • the reflections and light look good

I still wanted to see if i could add more to this with

  • color correction
  • sounds effects
  • Rain
  • lightning and thunder

Color Correction

Rain and Thunder assets within AE

FINAL RESULT

I am very happy with the final result

Categories
Nuke VFX Fundamentals
Categories
Nuke VFX Fundamentals
Categories
Personal

Beginning Process of my Boat on the Sea Animation.

For this project I am planning to closely follow a tutorial.

I am aiming to make my clip approximately 10 seconds long.

I want the colors within the project to really pop.

The Program i plan to use is “blender”

the reason i want to use blender is to broaden my knowledge on 3D programs.

I am currently reasonably comfortable within Maya although i am aware that blender is a free program and i am curious to build my skills within it.

References

Tutorials

Categories
Advanced & Experimental Group Uncategorised

Building Process of Sofa Table

  • Next I am modelling the sofa for my group
  • I want to take transportation from my original design but also ensure that i am following the references i found and was given
  • it is also important that it matches the coffee table i made
  • it should match in
  • scale
  • colors
  • materials
  • height

Original Design Concept

This design was approved by Daniel L our CG lead

Table that it should match

Coffee Table Details

Scale : Knee height using mannequin as a reference


Colors : Metallic blue Glass transparent Blue


Materials : glass and Metallic grip

Sofa Match Details/Plans

Scale : seat slightly higher than coffee table and backrest to scale

Color : Blue and white

Materials : Metallic Grip, White leather, Blue stitching.

Building Process

  • Import Mannequin for Scale
  • add subdivisions

Extrude faces on top ensuring that no other faces are selected

(save)

Use Multi Cut to create a triangular shape for the couch

Cut off sections and bridge them back together

Bevel Edges to make them appear more more round

Change of Plan.

I am restarting this couch and building it in seperate objects.

i was running into issues with modelling this one and have decided to start from scratch following the reference more closely.

For this build i am going to ensure that i am building the couch with different objects, this allows me more versatility in the design

It also makes any adjustments much easier

This will also help with texturing and coloring.

Finding basic Shape

Extruding edges

Designing pillows and adding segments to create a rounded off edge resembling a cushion

Ensuring that all the pillows match in size, are cohesive with each other, i did this by duplicating them, selecting them all and then stretching to the right size.

Here i have added an extra border around the cushions, this was taken from the reference.

I really wanted to stay close tot eh reference and not stray away from it too far.

This is important so that my group does not have to deal with surprises.

Working on the upper shape of the backrest.

Building the top part of the backrest.

I did this curved corner by multi cut a rectangle at 80% and then extrude the second half at a 90 degree angle, they were then rounded of by segments.

I also rounded off the armrests.

Time to texture

Coloring and texturing pillows using Standard surface – Preset – “milk”

I have now texutred the couch

  • i am happy with the similarities between it and the references
  • this is a centered .fbx file
  • cohesive colors that match the table
  • build is simple and matches the theme
Categories
Advanced & Experimental Personal
Categories
Advanced & Experimental Group

Coffee Table Reconstruction

  • design of coffee table needed to be changed
  • the vertices of the hole in the middle of the table became quite difficult to manage fro our scene
  • today i will be removing the hole in order to make it easier to place within the scene.

  • Removing hole in the middle with Ctrl + Backspace
  • straighten out edges
  • and bridge all gaps
  • add edges back in
  • tidy up edges and ensure all bridge is done accurately
  • all new multi cuts are too the edge properly
  • new table top without hole in the middle
  • clear history
  • freeze transforms
  • redo UV’s
  • Creating new UV to ensure that texture displays properly
  • Export and Open the file in Adobe Substance 3D Painter

Added a Fill Layer and using a smart texture add “iron Pure” texture

add a second fill layer wiht a black mask to add alpha rusty texture

Adding “Grunge Dirt Scratchy” on a second fill layer, snapping to object and putting it in “Horizontal Tiling” tiling mode to cover the object.

Rename Layers

Result of Texturing In Adobe Substance Painter

Added back Into Maya and Exported

Maya file and .FBX file uploaded to group google drive

This is the redsign of the table legs.

I decided to go back and retry a simpler design.

Categories
Advanced & Experimental Group

Building Process of Coffee Table

I have decide to model the table first. the reason for this is one of my group members needs it as a reference for her work.

i also really like the desing and want to start here

I am using this model to reference the scale of the table.

  • the table will be like a coffee table size rather than a desk.
  • This is the glass layer on top
  • it has multi-cut and then segmented edges
  • AI standard surface – glass – color blue
  • 50% replacement to ensure glass is see through
  • Create a shape that will compliment the glass on top
  • snap object to glass
  • add multicut sections and segments to follow original design concept and theme

  • create a negative section
  • add beveled edge – 1 section
  • texture

Texture using UV Editor in order to get a more interesting look that is more on theme.

This was the texture i chose (referenced below)

  • connect nodes within hypershade.

texture applied to shells

Currently building the leg of the table, which will follow the sharp edged theme.

the leg must be

  • metallic
  • sharp edged
  • angled and similar to the cutout of the table
  • low to the floor like coffee table
  • duplicated

Leg made originating from a cube,

  • 10 subdivisions added
  • shape to rectangle
  • move vertexes to add angles
  • using multi cut add shapes negatively to fit theme
  • extend legs from balance
  • bridge all gaps
  • AI standard surface – metallic
  • i was happy with the result although Daniel pointed out that the inside of the legs were bridged from top to bottom therefore the faces were not aligned properly and could cause problems later on
  • i went back and fixed this
  • this was not a visual issue but may cause issues later on if adjustments were required to be made.

Final Result

  • Checked with my group that they were happy with the look and scale.
  • Viewed through Arnold Render View

  • show transparent wireframe
  • group object
  • snap to grid
  • ensure that the legs are consistent with the ground

  • Group
  • Rename – Lowfi_DOM_coffeetable _1

  • export the project to a specific folder
  • choose FBX export (this image shows the wrong one, but it was exported as FBX)

Drop the FBX Version 1 file into the group google drive.

References