Saturday, 31 March 2012
Research Room
So this is my first set up of the room. Im going to see what people think and might change it round depending on the response. Im still learning vray hence the darker picture but you get the idea.
Everything has been created by me.
p.s. the wierd 'S' shsape thing on the right is meant to be some sort of art work. Probably going to to be metal or ceramic.
Friday, 30 March 2012
Research Room - Fern and Bookcase
Fern Plant
I followed the basics of a plant tutorial. Added some things in myself.
Extruded the leaves. Adjusted them a bit to make it look less uniform. Applied a bend and copied them. The pot is just a lathed shape.
Bookcase
Pretty basic really. Box with the shelves extruded back.
Chamfered the edges to take some of the sharpness off.
I followed the basics of a plant tutorial. Added some things in myself.
Extruded the leaves. Adjusted them a bit to make it look less uniform. Applied a bend and copied them. The pot is just a lathed shape.
Bookcase
Pretty basic really. Box with the shelves extruded back.
Chamfered the edges to take some of the sharpness off.
Thursday, 29 March 2012
Research Project Update
So its been a while since the research project got a mention on here. This is for various reasons; focussing on client, changing my process and just lack of blog activity.
This project has developed quite alot since the last artifacts were presented. I have decided to use the techniques i researched in the artefacts to produce a indoor scene. For example I found the best ways to light a scene in my first artifact and how lighting works so I will use this knowledge when i am lighting the scene i create, same with modelling, texturing etc.
I am basing my scene on an image i saw in an old edition of 3D Artist. This is the image that I saw. It inspired me to create something similar.
I thought about chosing a real image and then trying to recreate it however, unless the final piece is of outstanding quality and detail, viewing the real scene would allow the viewer to compare and find all the faults with the CG image. If I create a scene that is only based on other images, the viewer will then find it harder to see the inconsistentcies in the image.
My plan, considering the short amount of time I have left, is to create the scene with the best possible techniques with everything apart from the different render engines as I have already done a fair amount of research on the other 4 areas (Modelling, Texturing, Lighting and Depth of Field).
Ive already started modelling some of the objects and Im going to do a few designs so I can get a better idea of the layout and what I want in the room. It will be quite basic in terms of objects due to the time I have left but I will try to make them look as realistic as possible.
This project has developed quite alot since the last artifacts were presented. I have decided to use the techniques i researched in the artefacts to produce a indoor scene. For example I found the best ways to light a scene in my first artifact and how lighting works so I will use this knowledge when i am lighting the scene i create, same with modelling, texturing etc.
I am basing my scene on an image i saw in an old edition of 3D Artist. This is the image that I saw. It inspired me to create something similar.
I thought about chosing a real image and then trying to recreate it however, unless the final piece is of outstanding quality and detail, viewing the real scene would allow the viewer to compare and find all the faults with the CG image. If I create a scene that is only based on other images, the viewer will then find it harder to see the inconsistentcies in the image.
My plan, considering the short amount of time I have left, is to create the scene with the best possible techniques with everything apart from the different render engines as I have already done a fair amount of research on the other 4 areas (Modelling, Texturing, Lighting and Depth of Field).
Ive already started modelling some of the objects and Im going to do a few designs so I can get a better idea of the layout and what I want in the room. It will be quite basic in terms of objects due to the time I have left but I will try to make them look as realistic as possible.
Labels:
research
Wednesday, 21 March 2012
Background Plate shot collage
The sun is behind the camera in this shot
The sun is ahead of the camera in this shot
THe sun is to the left in this shot.
The sun is ahead of the camera in this shot
THe sun is to the left in this shot.
Labels:
background plate,
client,
helicopter
Tuesday, 20 March 2012
Background Plate Filmed
So finally the weather was good enough for me to go out and film the background plate. I scouted a few places round here as the airport that I was going to use at home was too difficult get round the logistics of filming as they wouldnt let me film anywhere apart from at the viewing station.
In the end I chose an area near the river and water sports centre in nottingham. It was flat enough and relatively quiet so I could film easily.
I will organise the shot and post up all the details later.
In the end I chose an area near the river and water sports centre in nottingham. It was flat enough and relatively quiet so I could film easily.
I will organise the shot and post up all the details later.
Labels:
background plate,
helicopter
Finished Texured Heli
So this is the finished heli. Textured and modelled.
The video rendered funny so the dimensions are funny but it took 3 hours to render so im just going to put this one up. You get the idea.
The video rendered funny so the dimensions are funny but it took 3 hours to render so im just going to put this one up. You get the idea.
Labels:
client,
helicopter,
texturing
Monday, 19 March 2012
Flashing Light
I want to put a blinking light on the heli. give a bit more realism.
This was a simple test I did to see if it would work changing the self illumination up and down.
This was a simple test I did to see if it would work changing the self illumination up and down.
Labels:
client,
helicopter,
lighting
Thursday, 15 March 2012
Full Texture Renders
These are some renders of the fully textured heli. I still need to adds loads more details in, especially on the body as it looks a bit bare at the moment but it gives you an idea of what im aiming for.
Labels:
client,
helicopter,
texturing
Monday, 12 March 2012
Helicopter - Very quick test
Just wanted to see what the jets move like and how the materials act under movement.
Labels:
client,
helicopter
Wednesday, 7 March 2012
Andrew Stanton - TED
A TED talk by Andrew Stanton, who is one of the creative directors at PIXAR, who talks about how to tell a story and what makes a great story. Worth a watch.
Labels:
andrew stanton,
pixar,
ted
Sunday, 4 March 2012
Star Trek - ILM effects
This is another video on how the effects were produced. This time its for Star Trek movie again by ILM.
The magic behind Star Trek - ILM
The magic behind Star Trek - ILM
Bringing Transformers to life - ILM
Nice little video from Scott Farrar, the VFX supervisor on transformers 3, explaining what they did to help fit the transformers into the scene.
ILM Transformers 3 - Bringing the Transformers to life
ILM Transformers 3 - Bringing the Transformers to life
Labels:
ILM,
scott ferrer,
transformers
Saturday, 3 March 2012
Metal brushes for photoshop
Arc-s-Rivets-Metal-Brushes
These are going to come in handy massively for the texturing of my helicopter over the next few days.
Thank you Arc :)
These are going to come in handy massively for the texturing of my helicopter over the next few days.
Thank you Arc :)
Labels:
arc,
client,
metal brushes,
photoshop,
texturing
Friday, 2 March 2012
Round 6
This is a short film I found on master zaps blog.
Its been done really well. Without wishing to sound to arty, the've captured the emotion of the character really well but at the same time is does make it feel like you are in the game.
Labels:
master zap,
round 6,
snowball studios
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