End Credits

Once I finished gathering the renders for Rachel to put the edit together, I offered to help out with the end credits so she sent me this tutorial. I still have quite a bit of work to do on them for the end of year show.

 

Alphas I created as a border and divider for the text:

Things to add and fix:

  • Extra thanks to those who helped us out, a.k.a. Ruxandra GP, Mark Lisk, Matthew Hamill, Seana Leach, Jonny Rooney, Daniel Pelan, Mike Bass.
  • Make a separate Studio Lighting moving layer for each text layer as it looks better in some than others. It messes up along the middle detail between Tony McQuillan and Andrew Coyle’s names.
  • Spending more time on the borders and dividers.
  • Perhaps I could create simple house sketches, or a street lamp.

 

Rendering

One of my main jobs this semester has been rendering. This has been extremely time consuming, however google zync has helped speed up this process. We encountered a lot of issues with zync, such as pink objects within scenes rendered out and objects that simply weren’t supposed to be rendered but worked perfectly within maya.

Pink objects meant that a texture was missing. This issue was diverted when I went into the file path editor to make sure texture nodes weren’t missing, or some were used. If the issue still occurred, I reset the background layer for the characters and reapplied the aishadowmatte material to override the collection.

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This tutorial was extremely useful to setup google zync:

  • To help solve some problems, I tended to upload every scene before reuploading each layer to render.
  • Limit was set to 50 machines, so depending on the frames rendering, I set the chunk size to fit.
  • I avoided preemptible machines so there was no risk of losing work.
  • I also Ignored missing plugin errors so nothing was canceled.
  • Rendering out separate layers allows the control for color correction.
  • AOVS (render passes) allow further control.
  • When setting up render layers, these can be dragged over to create overrides for an entire collection within a layer.

Sticking to the plan:

Certain Sequence setups were more difficult, but the scene prep sheet Rachel had initially drawn up was extremely helpful when keeping track of rendering.

sceneprep_001

Background setups were mainly setup on the masterlayer with z depth set up as a render pass so it could be used within nuke for certain shots. These were rendered out on the macs on uni as most were single frame renders and estimated at 25mins. The moving cameras were set to render on spare macs .

Character setups were a lot more complicated. Each layer consisted of two collections:

  • the character collection contained the character, objects they interacted with and the lights that affect them.
  • the background collection contained any shops/ground/objects that the characters shadow would cover. I then applied an override for the aishadowmatte to render out an alpha channel with the character and the shadowmatte in one beauty layer.

As Rachel was also setting up renders, she realised that we could have an absolute override on the background collection with the cast shadows turned off. When we didn’t have this, the shadow layers rendered out with our character made the backgrounds darker. This meant a lot of extra editing was necessary to remove the extra shadows.

Screen Shot 2018-05-12 at 14.10.06

As Rachel exported her animations for me to bring into the background scenes to setup rendering, she created ubercams which meant it was a lot easier to follow as every layer could render out of the same camera. This was really helpful when leaving the eye layers to render out separate overnight, as they were initially very dark.

Screen Shot 2018-04-22 at 23.28.47

Sample of character render layers:

When the characters were interacting, I placed both in a layer together to help any issues when it came to rendering out shadows. We also had issues with Samuel’s hat as it had to be pulled down lower by Walter in some shots, so we hadn’t sent the lowest possible way to Andrew so the hair could be hidden underneath. To solve this issue, I’ve been rendering out the hat separately for Rachel to comp on top just for the frames where the hair pokes out.

One big issue we had before the final presentation, without realisation, was the receive shadows as it wasn’t automatically set in the face layer. The image on the left (below) is without it on, and the second is it with. It makes a huge difference with lighter shadows and the shadows were less blue in color, from the skydome hdr.

Alec suggested rendering the eyes of the characters separately for certain shots as Walter’s turned out very dark in some. I had to put his face on the background layer and set the material to aishadowmatte so that the eyes could capture the shadow information:

walt_43.jpg

SQ01 was one of the last backgrounds to be rendered and we experienced an on and off glitch in the window panes. Rachel realised that this was because the curtain plane was too close to the reflective window so this was moved. It wasted a lot of time rendering, sadly, however was remedied before the final hand in.

One major issue we had towards the end with rendering was, what I think, the computer lagging and some scaling issues. Some of Greta’s shots had eyes rendering out of place and teeth scaling issues (as seen below). I scaled the teeth back to one and had to figure out little problems here and there such as zeroing out the rotating eyes. I believe this was due to the geometry layer not being set to reference and instead it must have been moved without knowing. Some computer lag did occur so turning the mac’s off proved to work when some geometry was rendered as gone but looked fine within the viewport (as seen below).

 

Screen Shot 2018-05-12 at 10.19.37

Maya rendering the hands separate

 

 

 

 

 

 

Lighting and Setup

I completely lit every scene within our short, excluding the stick in one or two shots. I also lit the characters in every shot. Rachel did the complete setup for SQ01, excluding lights and completed SQ05 of which has to be changed and added to the final short film. She also did the base layout for SQ03/SQ04/SQ06/SQ07, of which I went in to change houses and add props and lights.

I studied lighting within arnold on solid angle and looked at changing shadow colors to make them cool at the beginning and warmer towards the end of our short film.

 Psychology of Color in Film

Document Link

 

These are the relevant colors I used throughout lighting our short film. I wanted a clear contrast with a cool night sky against the warmth of the lights, and the warmth within our story between our two characters. As seen above, orange represents warmth, friendship and happiness, so I used peach and orange lights throughout. Our short film goes from blue skies and warm street lamps to a warm sunrise. In our end shot, I used purple shadows to represent a sense of magic with warm skies and soft lighting.

 


Wes Anderson/ Robert Yeoman

 

The Grand Budapest Hotel (2014) was my main inspiration for lighting our scenes. I loved the saturated colors, and although our short film is not overly saturated, the colors are still very vibrant. The saturated colors represent a lively and happy environment. It catches the eye and is almost dream-like. I especially loved the contrasting peach street lamps against the cold, blue environment, especially against the cobblestones, however they reflect against them so clearly because the ground is wet.

Wes Anderson makes heavy use of symmetry throughout his films. He avoids angles where lines aren’t parallel and uses the rule of thirds. Wes tends to center his subjects in the middle of his shot but uses the thirds to create a stylistic imbalance on either side.

Rachel and I took great inspiration for the centered shots of Wes Anderson when subjects interacted with objects, such as shot 13 when the money falls into Walter’s hand :


Planning

Rachel added a lighting tab to our google sheets to show the completion for each shot. A sky tab was also added, however there was only a need for 6 setups, of which I finished 4 setups, and lit 5.

  • Walter House setup (SQ01)
  • Walter Walkthrough Street (SQ02)
  • Main Street (SQ03)
  • Forked Street (SQ04)
  • Winding Street (SQ05)
  • Final Street (SQ06/07) – Lighting was simply changed and two houses switched in for shot 26.

walt_41

walt_40


 SQ01

Towards the beginning of our short, I used peach and orange lights from the street lamps, and some pale blue lights against the roof to represent moonlight. We have a pink house that I enhanced with peach lights to represent our warm short film and our sweet old character, Walter.

Screen Shot 2018-05-17 at 14.23.44

 

SQ01_SC01_BG.0380

Final Render: Color Layer needs added to Greta’s roof on the left in editing

Image converted using ifftoany

Final Render


SQ02

I completely set up this scene and lit it. Although Danny added some props, I ended up deleting and replacing most to frame the environment better. My main inspiration for this shot was a student film, Rubato:

rubato_01

Short film ‘Rubato’ (2016)

 

The layout of the cobblestones that I made was what took the longest when setting this scene up. I had to form them into a squarish shape and instance them numerous times. It was quite difficult to get them to form well along the curved pavements but I managed it in the end. We also re-used this floor for SQ06/SQ07 which was handy as it was also a flat ground.

Danny_SQ02_01

Danny added props and assets

Screen Shot 2018-05-11 at 12.22.44Screen Shot 2018-05-11 at 12.23.34

I changed props around and placed lamps and lights where necessary to light the ground and character, so I tried to place the focus towards the area where Walter walks. I also loved the chimney’s in the foreground in Rubato (2016) so added this to ours. I placed pale blue lights against them to represent moonlight. I thought this was a nice contrast to the warm lights on the street and character.

SQ02_SC03_BG_setup

Leading Lines Played an important role throughout my setup as I wanted to frame the characters in each scene.

SQ02_SC03_BG.0001

Final Background Render

Attempting to Light Walter:

 

SQ02_SC03_WALT_LIGHTING_003

Resulting Character Lighting

walt_21

Rachel edited the character and background layer together and added depth of field

 


 SQ03

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Rachel’s Initial Setup for SQ03

I replaced a lot of the houses within this scene, and set up the props. It was difficult to get the lighting right in the alleyway scene. To make the area darker to take away from the hdr skydome lighting, I added a simple box to cover it and shade from the blue lights. I had to make the buildings in the distance look more realistic so added more blue lights to resemble them fading into the sky. Finalising the lighting:

SQ03_SC09_bg.0200

SQ03_SC09_bg.0300

SQ03_SC06A7_bg.0001

Final Background Lighting and Setup

SQ03_SC04_bg.0001

Initial lighting

SQ03_SC04_bg_02.0001

Adding blue skies for window reflections

SQ03_SC04_bg_03.0001

Warmer lights and shadows

SQ03_SC04_setup

Within this shot, I used the props to form a frame leading the eye towards the focus of Samuel who will be beside the crates.

SQ03_SC04_bg_04.0001

Final: Adding specular highlights

walt_22

Final Character and Background Lighting

walt_23

Final Character and Environment Lighting

 


SQ04

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Rachel’s Initial Setup for SQ04

Within SQ04, I had two skies; one on either end. Rachel showed me how to place a lattice on houses to change their shape to suit the hill. This scene was the largest file to work on, so it came with a lot of issues such as the ground not showing up in certain areas and it was difficult to keep loading. I did consider splitting the scene up into two backgrounds, but I managed to continue working on it. I wanted a very warm feeling within this scene, as it is where the characters first interact with each other.

House Layout and lighting progression

Prop Layout

When placing props, I stuck to our animatic and focused on where the characters would be and filling in empty gaps. I tended to place Greta’s milk bottles that I textured and the newspapers/signs next to the houses and shops. I also placed Rachel’s rope and hanging cloth in between the houses to make the town seem more livable and realistic.

forked_street_023

Character Lighting

I tried to keep the character’s quite warm with peach and orange lighting and placed Rachel’s wall lamp on the house above them in the scene where they interact with each other. I also placed a huge blue area light above them to represent the moonlight from above.

One of our initial problems was a mistake of my own. I didn’t realise that the character’s faces had recieve shadows turned off, as you can see the difference below. The impact is huge. Recieve cast shadows turned off vs on (left to right below).

Some Final SQ04 Renders

Although I lit both the characters and backgrounds, Rachel comped them together in after effects and added depth of field within it too to help the characters stand out more.

walt_32

walt_26

walt_24

walt_25

Some Final Background and Character Lighting and Setups


SQ06

Rachel’s initial setup for SQ06 and SQ07:

I had to switch in a few different houses for sc26 for Walter to be seen as it was an awkward angle:

Screen Shot 2018-05-17 at 16.55.57

SQ03_SC00003

Resulting Background Render SC26

walt_42

Final Character and Background Lighting and Edited Render

Screen Shot 2018-05-13 at 15.04.41

Light Setup for SQ06

What I enjoyed about working on this setup, was the influence of Wes Anderson and symmetry. I used the imbalance of the posters on once side against the shop on the right to lead us towards the rope framing the house on either side:

 

BLAH.png

Leading Parallel Lines like Wez Anderson and using the ropes to frame the window

 

SQ06_002

SQ06_001

Final Background Lighting and Prop Layout

 

 

walt_27

Final Background and Character Lighting and Edit

 

 

walt_28.jpg

I tried to keep this lighting quite cool to contrast the time passing for the next shot. Rachel added a lovely vignette and depth of field to keep the focus on the character.

 


SQ07

I used my painted sunrise sky for this scene and a warmer hdr to achieve the look of a sunrise. It was also quite difficult to achieve the shadow on the final house. As seen below, I stretched a building within the scene to create a casting shadow and placed some random chimney pots above it. What created such a clear shadow were the two spotlights from behind. I also added some more peach lights against the rooftops on either side of the main building.

SQ07_002

SQ07_001

Final Background Lighting for SQ07 (Sunrise Lighting)

walt_29walt_30

walt_31

Some character lighting for SQ07

 

 

 

Animation Progress and Research

I sent this to the team to show the progress from layout>blocked animation> final animation

Link to Spreadsheet to keep track of animation phases and completed shots to start rendering.

As I was mainly working on the Environment layout, lighting and rendering, it was initially planned for me to do just a few animation shots after being blocked as I am less skilled at animating than the others, but I put time and effort into them. In all, I have (so far) completed around 35-40 seconds of animation.

I completed the blocked out shot 04 and 05, animated shot 12 fixed up some of shot 11, and redid shot 07.


SQ03_SC04

Rachel blocked this out for me:

Firstly, I took it into syncsketch and drew inbetweens to give me an idea of where to build off of.

What was of great help to me was Tween Machine.  It helped me hold poses so simply and helped me determine which keyframe to favor more (first or last). It really helped speed up the process.

Keith Sintay

When I went to Dingle, I went to Keith Sintay’s animation workshop. It was so useful and he went into great depth when discussing animating in maya and went on to show us a short demonstration. He blocked poses every 10 frames, then every 5 and so on. However, he did not stay in stepped animation for very long and explained how he splines the animation very early after getting a blocked out sense of time as going from stepped to spline is often a game changer (of which I wish I had known long beforehand). He also mentioned using atools, which is free to download and is installed by simply dragging it into the maya scene (I was so impressed by this).

Some helpful tips

Working as part of a team:

  • Don’t expect to be given great shots to work on when starting out.
  • Keep any irritation at people within.

Composition:

  • Foreground, Mid-groung and background elements should read clearly.
  • Stick to the rule of thirds.
  • Have clear silhouettes.
  • Asymmetry is more interesting.

Workflow:

  • Work in linear animation, not stepped.
  • Do as much in the workspace as possible and not the graph editor.
  • Take breaks.
  • Know the context of your shots.

Spines:

  • Bipeds use an FK Spine.
  • Start with COG (center of gravity) then work up the back.
  • Fingers have a tendency to lean towards the middle.
  • Turn off weighted tangent and turn on auto key.
  • Animate on 5 and 10 to gauge the timing.
  • To check COG draw a line from the pit of the neck down to the inside of the foot.
  • Always check animations from above.
  • Get ATools!
  • Use animation layers for breathing cycles and laughs.

 

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I did try aTools but I don’t think I got the chance to see the full extent of how useful it can be. Its useful for creating my own buttons for selections. This was useful for selecting the whole rig to be able to change timing within the graph editor. It also has tween machine installed within it which was handy. Although Keith Sintay only showed us a small portion of atools, I had a look at this tutorial. I think it would be extremely useful if we had to do lip syncs so we could create our own keys for vowels.

Drew Adams

Drew Adams had some helpful tips on working from a blocked animation to a splined animation. I found this quite difficult to start with.

Some helpful points made:

  • Start with the hips then move up the spine. Finish with the head.
  • Nail timing in stepped before switching to splined mode.
  • After switching to spline, check the moving holds.
  • Clean the graph editor to clean up the curves.

Stepped Further:

Splined:

Feedback

Alec‘s feedback: lengthen the time he is crouched to give him more weight. Exaggerate the end pose when the character is in the box- legs are high in the air. Flop back down.

We used syncsketch for feedback:

 

Rachel:

  • Hands and fingers remain bent up as they fall.
  • Keep feet flat until the legs straighten then add the heel/ball rotation.
  • Arch back towards the end and have him slump after throwing the bottle.
  • rotate shoulders more to emphasise the body throwing.

Final Playblast in my environment setup:

I also fixed up the sticky hand issue where he holds the bottle for slightly too long. It was more difficult because I had to switch between two bottle rigs (one connects to his hand and the other alone). He does have facial animation, but it’s a little difficult to tell side on.

 


SQ03_SC05

Rachel’s Block for Sq03_sc05:

Before working on this shot, I realised that I had far too many keyframes at the beginning of shot 04 when trying to work on inbetweens so it was quite messy by the time i went back to splining it. I tried to make it easier for myself and do less inbetweens and work with tween machine and splining. I made linear tangents when necessary to stop sliding issues, as Drew Adams discussed fixing the moving holds first when transitioning from stepped to splined mode.

Stepped further:

Splined Progress:

I had to erase the blocked out translations when he walked because it would cause a lot of unnecessary drifting, so I still need to focus on getting the walk right. He looks like he has a bit of a limp. I also changed a lot of the previously blocked out animation but the timing is still there.

Feedback Before Facial:

 

Rachel’s Main points:

  • rotate hat higher at the beginning and samuel’s back. Have him look up at it as he is initially proud of his find.
  • After he sees the hole in the hat, he is disappointed and saddened. Show this.
  • Have him slouch in a deep sigh as this gives the animation and slouching more purpose.
  • Keep eyes locked on the old man as he is turning to look around the corner.
  • Settle hand slightly towards the end.

Rachel also helped me block out the walk again as I was having issues. I hope to work on this for a while after hand in to perfect it for the end of year show. Looking back on it, I feel it is quite stiff.

Playblast in my finished background setup:

Further Animation:

Rachel had added blendshapes to the hat so I tried to animate it slightly. Alec also thought the arm raise at the end was too weird as it looked like he was trying to lean against the wall so I cut that out and kept it relaxed.


SQ04_SC12

 

After Rachel’s Blocked Animation :

I was using the given time frame as I didn’t realise we could go out of this as we had music created for us, however I know it is definitely far too fast.

With feedback review:

  • slow the start right down.
  • hold some head poses looking at the stick.
  • Move hand with arm.
  • Curve shoulders more towards the camera when bringing the stick around.
  • have the shoulders nearly side on when looking up.
  • Have head relax after shoulders and so on towards the end.

Further Adjustments:

  • Bring thumb up before settling to grab on the stick.
  • Fix stick swinging too close to the camera.
  • Stick jitters in one place.
  • Make back of neck move when shoulder relaxes at the end. (couldn’t do this because of rig limitations).

Ready for facial:

Final Playblast:

Alec suggested we have the coin start to fall in this scene to follow through to it landing in his hand in the next shot. Rachel added this in before we rendered the shot.


SQ03_SC07

Greta had animated another version of this before the hand in, however she didn’t animate it enough. It was simply too subtle and she hadn’t animated the right hand, so I went over it and ended up having to completely begin again because it would be easier as it’s quite a short animation. I redid the watch animation also with a rig connected to Walter rather than the separate rig, as this meant it would move smoothly with the character.

I think I could make it slightly more subtle if I have time to go back over it before the end of year show. The time in the card has also changed to 4am.


Editing SQ04 SC11

Rachel had given Greta some feedback when it came to this shot as the initial plan was to have Samuel appear from behind the wall.

I edited this to save some time, while Greta worked on trying out zdepth on the background renders within nuke.

Final Animation Edit

The edit of my animation input:

 

 

Sky Progress

As some environment layouts had been completed, it was time for me to figure out the best way to create the sky so we could begin rendering. I did attempt to create clouds within maya using the tutorial below, however, photoshop and two curved planes were a lot easier to manipulate and create.

  • Shading: Edge Dropoff- feathering the outside of the container

I had issues rendering with arnold so tried following these guides:

 

4AM SKY INSPIRATION

I gathered some images of skies and showed them to the team. We figured that a darker cold sky would create more of a contrast to a warm sunrise.

6AM SKY INSPIRATION

 

Maya Software Render vs Arnold Renderer

Following the tutorial proved to be a lot more difficult than I imagined. I did not achieve the results I wanted and it was unable to render within arnold. If the sky managed to look anything similar to the images found, they easily could have been rendered within maya software and composited however I was unable to get nice enough results.

 

 

 

Attempting clouds using the volume shader:

Areas within our short where the sky would be seen:

As neither suited the style of our short, I decided to simply paint the sky and clouds within photoshop:

Night sky:

Sunrise:

 

 

 

 

Resulted renders within arnold:

Nightsky_render_005Sunrisesky_render_004

 


FOG

I found this really interesting guide on SolidAngle on fog, and think it would be really interesting to try out if we have time, although I know fine rightly that it would kick up the render time:

 

Character Blendshapes

I offered to help Andrew with the facial blendshapes for my characters. He shared some tutorials with me for creating blendshapes for characters. Link

Notes:

  • Use soft tool selection (b) to move the geometry to create the blendshape.
  • Use the shape editor tool to edit between blendshapes and have them work together to see how they blend.
  • Duplicate the face: set the inner mouth and eyes on a display layer to make sure the mesh does not go through these.
  • After making a blendshape, test it out by selecting it and selecting a duplicate of the default shape, selecting deform and blendshape.
  • Fix mistakes: right click mesh, select paint, blendshapes weights, one you want to change. Black is not influenced (value 0). Hold shift to blend between colors.

List of blendshapes:

 

Using the abSymMesh script to flip the geometry for faster blendshape creations: link

  • Test blendshapes with an open mouth rig.
  • use targets to sample between blendshapes to make sure they move well together.

I took some images of Rachel as we talked through the animatic and potential facial expressions the characters would have:

Samuel:

sam.jpg

Walter:

walt_05

Walter Character Evolution

As Mike previously mentioned- I NEED TO STUDY MORE 3D CHARACTERS.

Matthew had a wonderful suggestion for the team to look at the old man in The Little Prince (2015). I love how it hasn’t taken much sculpting to make him look old- there is just more emphasis on the eyes and large nose.

While sculpting I also studied the character Geri from Pixar’s Geri’s Game (1997). Although he’s a very outdated character, I still believe he is so appealing.

I absolutely loved the new rendition of The BFG (2016). I loved how huge the giant’s ears are and his large nose. Although he’s quite angular and almost pointy, like Geri he is still such an appealing character. I’ve gone for more of a softer edge to my character to match Samuel’s sculpt and my drawings.

 

Pinterest Board

Sculpting Progress:

Each piece of clothing was first modelled within maya and taken into zbrush to sculpt and add detail before retopologising and baking the high resolution sculpt onto the low res model.

Finalised sculpt:

UV Shells after retopologising:

I made Walter a lot more compact and lighter resolution wise after the experience of working on Samuel:

This is the tutorial I follow within x-normals when rendering out the normals and also baking out cavity maps to add detail to the ambient occlusion layer to get the best results:

http://www.donaldphan.com/tutorials/xnormal/xnormal_occ.html

For retopologizing I simply made my high poly model live and used the quad draw tool within maya 2018.

Normal Maps baked and applied to the low poly model before exporting to substance painter:

Substance Painter Progress:

Walter was quite different to texture than Sam, as I had some metallic areas to mask out (W on the hat and brass buttons). I was really excited to use metalness as I hadn’t before this project.

Head Maps: Normal/Roughness/Base Color/Radius color

Hat and Shoe Maps: Normals/Roughness/Base Color/Metalness

Outfit Maps: Normals/Roughness/Base Color/Metalness

 

Applying Maps and setting up Subsurface Scattering:

At first I had the character very low poly, but since this is a short film, I increased the polycount on the hands and face so there were no hard edges rendered. I also had to remove the buttons on the sleeves because they did not move well with the rig and often floated or moved inside the jacket mesh:

 

 

Samuel Character Evolution

Samuel took a lot longer to work on as he was my first detailed 3D character.

Pinterest Board

Sculpting Inspiration:

Sculpt:

Retopologizing:

It was difficult modelling the inside of the mouth and I had to change it a few times to suit Andrew’s Rigging techniques, so each jaw was separate.


Texturing

I used Substance Painter for texturing the characters as it was a lot easier to handle. I imported my model (with different materials applied to different pieces of clothes etc) as an fbx file so that I could work on each object separate depending on what was necessary.

I had previously done a lot of research last summer with the digital tutors tutorial, ‘Substance Painter Fundamentals‘ by Victor Kam. I love how similar the layers work to photoshop with different blending modes. I also learnt a lot and brought my own photoshop brush in as an alpha to work with. One of the most useful things I learned was using fill layers and using an alpha mask to basically paint with so changes can easily be made just painting in black and white.

sculpt_007.jpg

I had previously textured a sculpted and retopped tile I had made during placement year:

21055177_1673456212687894_1084314005576095902_o

[sketchfab id=”fe9f91ece0664dca8e56203330c6717e”]

I tried to keep as close to my sketch as possible for texturing:

knocker_upper_02

Texturing Progress within Substance Painter:

I had to lay out a lot of UV maps and my initial mistake was giving the shoes different uv tiles, but I remedied the rest by putting his outfit as one stand alone so we weren’t plugging in too many different maps and to save render time. It reduces texture space so much!

Texture Map Examples:

Outfit Maps: Base Color/ Roughness Map/ Normal Maps.

Normals were baked out using Maya and X-Normals and combined and painted over within Photoshop for each object.

Hair Maps:

 


Subsurface Scattering

Alec suggested that I try out subsurface scattering on the skin of my characters. I was keen to try it out.

Solid Angle really helped with this:

sculpt_008.jpg

  • ai standard surface material
  • subsurface- scale. set to metres.
  • Darker tones plugged into radius- bright orange/pink into ears and lobes/lips/nose/eyelids
  • Color map plugged into subsurface color.

Samuel setup:

SSS_progress_001

Color Map and Radius map created to plug in: The darker areas mean that less light will pass through

Results:

Initially I tried some dirt on his face, but it was far too much. I also had issues with the subsurface options so parts of him turned out very blue and dead but I fixed this by tweaking the scale.

sam_textures_render_007.jpg

 

 

 

 

 

 

Week 10/11- Samuels Clothing and Retopologising

Link to Samuel’s Pinterest Board

Clothes I focused on for Samuel:

I brought his body sculpt into Maya 2018, put it on live, and used the quad draw to build pieces of the clothing, then brought these parts into zbrush to detail them. Then brought them back, retopologised them and have started remapping to bring the detail back in.

Sculpting his clothing:

 

High Poly Renders:

Retopologising and Uvs:

Detail Maps WIP:

Week 10- Sculpting Walter WIP

Images used:

I was struggling a lot with this, as it’s harder to figure out what detail is too much or too little to make an old character look old, but not too realistic as Samuel is quite simple looking with completely smooth skin.

Starting to sculpt:

I still have a lot of work to do on this character, but I wanted a base to get enough feedback for his features.