rulururu

post Lighting, Compositing, Setup Guide

July 6th, 2008

Filed under: Bank Affairs Info, 3d, Environments, Guides — Simon @ 3:17 pm

For the junction environment I’m just going to share a bit the lighting set up, the passes I’ve used and the way they composite together.
If you want some more information about the passes I use, why and how they are composited togther, check out my compositing guides on my site here: Part 01, Part 02.

As a start, here is the compositing tree in XSI’s FxTree.

In the top left you can see the beauty pass, then following down from it the different ID passes and the colour corrections using those mattes. Then on the right there is mostly the depth, the background and the ambient occlusion with varies grading.
In the (bottom) left area there is some extras like glows from the street lights and the sky.

On the next series of images the node which is shown in the image is highlighted on the tree. Click on any of them to view a larger version.

The first image is the beauty pass straight from the render. The dodgy pixels around the edge of the sky/buildings, is the alpha channel that has been un-premultiplied and gets that sorted back again in the ‘over’ node when the background is added.
There is no GI or final gather etc. in the renders. The beauty pass is made up of infinite fill lights, and additional rim or specular-only lights which only affect specific objects too add some highlight and shape to some of the objects.
For instance the barriers on the islands in the middle, the church at the back, the traffic lights, and the bits on the near right side - they all have some additional lights, some just spec, some diffuse as well.

The following are the ID passes (at the moment) that are used to grade certain areas of the image, mostly just on the beauty render, but they can potentially be used at any point in the tree.


And the depth pass, this one is aliased as it is used in the comp, but also I render a version with no AA, which may also be a different range of distance from black to white, and at a very high resolution for the depth of field if there is some.

Ambient Occlusion which is then tinted and graded slightly (changing of the levels)

Using a multiply node, the AO and the beauty pass come together.

This is the same depth path, with a change of levels, and graded/tinted to be used as haze/fog type stuff.

The haze added!

The background, which is from a photo I have taken, but also painted up a bit, the building on the left is only still there as you cannot see it :)

The passes is merged over the background, notice that the dodgy alpha edges have gone now and we don’t get any artefacts, dark alpha edges around the buildings because of this process.

Grading, grain, and some nice glowy bits brought in from other passes are added and we end up with the final image.

Not too in-depth but I hope it is interesting to see some of the passes and a few techniques.

Cheers!

post Edgar’s Car Texturing 02

July 6th, 2008

Filed under: 3d, Environments, Props — Simon @ 11:10 am

Here is some new wheels on the car, also I have textured the interior and a few other bits so its pretty much there.

click here or on the image for the 720p version!
edgars car 6

post Pigeon Impossible Short Film + Blog

July 3rd, 2008

Filed under: Other Short Films — Simon @ 11:52 am

Here is a short film that is at the other end of production to us, having been at it for 4 years is near the end of the line I do believe, a fine effort indeed. Always good to see other 3d artist types making their own shorts whilst in the working world in a similar position to ourselves.

There is a wealth of info on the site including some good tips in the podcasts which are updated quite regularly.

http://www.pigeonimpossible.com/

post Edgar’s Car Texturing

June 30th, 2008

Filed under: 3d, Environments, Characters, Props — Simon @ 10:50 pm

I’ve started to texture Edgar’s car. As you can see though I haven’t touched the wheels yet, but I’ve had a good go at the main car paint and some of the black stuff.
Also as it was a seperate model in a seperate scene whilst modeling and texturing I thought I’d import it into the junction scene to have a look (as you do). Again it has managed to fit in quite well and no major lighting conflicts with the set up in that scene, which is super duper.

click here or on the image for the 720p version!
edgars car 6

post BA Forum Threads

June 28th, 2008

Filed under: Bank Affairs Info — Simon @ 4:48 pm

Busy working and a little bit ill so not getting much done at the weekends too at the moment, so heres some other info.

For those of you who frequent 3d forums we have a couple of threads which I keep upto date on the big forums, specificly here they are on:

CGTalk

and

3d Total (Threedee)

So feel free to reply to those threads rather than commenting on the blog if thats your thing :)

post Edgar’s Car Rig

June 21st, 2008

Filed under: 3d, Props — Simon @ 4:03 pm

The model is pretty much finished apart from a few bits (hello door handle) but I’ve rigged it also, as part of tidying up the model.

post Edgar’s Car

June 19th, 2008

Filed under: 3d, Props — Simon @ 2:35 pm

Edgar has a car, and I started work on it, its nice and simple, not fancy but not toooo bad - will make a nice texture for it rather than just slapping on a reflection map, he isn’t poor, but perhaps he doesn’t really care about his car - thats the thought.

post Junction Finished? For Now..

June 17th, 2008

Filed under: 3d, Environments, Characters — Simon @ 12:26 pm

A few more images from the junction here, including a overview of the whole layout of the environment. From it you can see that as we pre-vis’d the shots first, I have only modelled and textured what you will actually see (even in the other image of Edgar you can see some bits you shouldn’t see in the final thing and aren’t properly textured.

click here or on the image for a 1280×720 version.

click here or on the image for a 1280×720 version.

click here or on the image for a 1280×720 version.

There are a couple of other things that still need to be made for the animation (not to mention cars) - but otherwise I’ll probably go back to the office environment and work on that some more.

post Edgar in the Junction

June 12th, 2008

Filed under: 3d, Environments, Characters — Simon @ 10:47 pm

Thought I’d have a wee play and stick in Edgar, our main guy, into the junction scene to see how it works up. He isn’t quite finished, and doesn’t have any textures but its just a wee test.
Edgar was modelled by Tom Cannell who is our animator also.

click here or on the image for a 1280×720 version.

Might make the cars soon!

post Junction Environment 008

June 11th, 2008

Filed under: 3d, Environments — Simon @ 1:29 am

Here is some more, same old, more texturing and some modelling a wee bit here and there and tweaking the lighting/comp a bit :)

click here or on the image for a 1280×720 version.

Might make the cars soon!

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