rebirth_breakdown from Mark Mulligan on Vimeo.
Monday, 12 September 2011
Tuesday, 23 August 2011
Thursday, 18 August 2011
Music
James Grey, a musician, has written a piano piece specially for my project. Garry and myself have been communicating back and forward to James about what we are looking for. The final result is a beautiful melody that also helps to tell the story of this abandoned building. I feel that James Grey's music has taken a student project and brought it to a more professional level. I cant find an easy way to embed the MP3 to the blog but will have the rendered animation with music on the blog tomorrow.
Wednesday, 10 August 2011
Render passes
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| Depth pass |
Friday, 5 August 2011
Hypershade - ambient occlusion
Above is a screen shot showing how i plug different ambient occlusion textures into the different shaders in my scene.
Wednesday, 3 August 2011
Window glass problem
I experimented alot with shaders to create a realistic broken glass effect. The glass was modeled into broken shards. Garry created a dirt map with transparency. I know the best effect would be to use a mental ray material x shader but became very complex, fast. After a few hours i decided learning how to use mental ray materials would take too long. I settled with a blinn shader and dirt maps. I used the raytracing refraction setting in the shader to create the shine on the broken glass shard edges.
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| Garry's dirt map |
Monday, 1 August 2011
Hospital bed
Saturday, 30 July 2011
lighting - progress report
Thursday, 28 July 2011
Potato beetle
Rudy Boyang Zhao is animating the beetle for the cinematic now. I really wanted to have a go at animating but it was too much to take on at this stage and im best spending more time on lighting. I finished modeling and texturing the beetle. Im finding the beetle a real challenge as most of its texture is in the shader settings.
Wednesday, 27 July 2011
Lighting technique
After spending a week experimenting/pulling my hair out with point lights and mental-ray options like final gather and global illumination i found out about jeremy vickery's workshop he did with Gnomon. Not to be mixed up with his practical light and colour dvd. I took parts from his teachings and came up with a technique that can be applied to most scenes. I add a spot or directional light with raytracing for outdoor sunlight. Plug the mib_amb_occlusion1 into all my shaders. I can then control the colour and level from either the dark or bright of the occlusion. I set this down low as a base colour/light and then use area lights to paint in the rest. I re-did the final room with this approach as well as the hallway at night and got some pretty nice and quick results. Both were done day after watching the tutorial.
The textures are looking alot better and i dont have any nasty shadows. Also theres a decent gradient from light to dark. Check out the blue colour near to the window areas. Adam recommended this to me a couple of weeks ago. I also added some spec to some of the frame parts and the skirting. Im looking forward to seeing this room once i get the broken glass dirt textures done this week.
You cant see the window walls but theres some nice bounce light. In general i place a area light coming from where ever light is cast, one facing up and one down. One facing down replicates the light and the one facing up is bonce light.
Im finding this the best technique. I want to learn more about how light reacts in the real work rather than how to switch on a button in mental ray settings. Bounce light been key to both a believable and/or cinematic scene. As i found out with textures, build a base and work from there.
The textures are looking alot better and i dont have any nasty shadows. Also theres a decent gradient from light to dark. Check out the blue colour near to the window areas. Adam recommended this to me a couple of weeks ago. I also added some spec to some of the frame parts and the skirting. Im looking forward to seeing this room once i get the broken glass dirt textures done this week.
You cant see the window walls but theres some nice bounce light. In general i place a area light coming from where ever light is cast, one facing up and one down. One facing down replicates the light and the one facing up is bonce light.
Im finding this the best technique. I want to learn more about how light reacts in the real work rather than how to switch on a button in mental ray settings. Bounce light been key to both a believable and/or cinematic scene. As i found out with textures, build a base and work from there.
Sunday, 24 July 2011
Lighting experiments
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| Last render |
I also have broken glass modeled in the windows that i plan to experiment plugging a transparent dirt map into.
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| Same lights for floor and walls |
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| Separate lights for floor |
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| Orange colour added to spot lights |
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| Mix of colours |
Thursday, 14 July 2011
Texturing
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| Garry's carpet texture |
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| My texture...Garry's technique |
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| Following wood patterns |
Tuesday, 5 July 2011
Peer review - modeling and textures
Renders and screenshots of modeling and texturing on the project from last week's peer review. Garry Whitton is now working on the project as lead texture artist. He is working on walls and floors while im working on all the extras like skirting boards and door boarders etc. Peer review was not as heavy as last time, at this stage in the year its just about getting on with our porjects.
Monday, 4 July 2011
Final project schedule
Weeks starting on:
June 20th - Modelling rooms and texture
June 27th - Texture rooms and model beetle
July 4th - Texture and lighting
July 11th - Lighting and model hospital bed
July 18th - Camera and rig beetle
July 25th - Animation
August 1st - Render and composite set-up
August 8th - Composite
August 15-17th - Final composite and render
Lighting and rendering tutorial
I finished working on the DT lighting and rendering tutorial for low resolution environments using the cryolab from a previous tutorial. This was completed after the maya lighting basics and practical light and colour theory with Jeremy Vickery. Many of the techniques in this tutorial will be handy for my final project.
- Ambient occlusion
- Render time practices
- Setting up lights in a scene from a source
- Lens shader node and gamma correcting textures
- Specular highlights
- Incandescence textures
- Volumetic steam and smoke
Saturday, 14 May 2011
Sunday, 8 May 2011
Animatic v.1
This is just a rough block-out draft of the animatic. I will be replacing scenes as they are improved over time. Next version will have all of the lighting effects to some degree, improved camera animation and final room will have test textures on floor and walls. Rendering this animatic was the first time rendering out per frame animation from Maya. Rendering took longer than i thought it would, learning from this ive scheduled a full week for rendering my final project.
N.B. In the first scene there will be a bright light followed by foot steps coming from door in focus. In the close up of the flower there will an animated shallow depth of field from the flower to the beetle (which will also be animated moving). These effects will be added to Animatic v.2.
Feedback welcome!
Animatic V.1 from Mark Mulligan on Vimeo.
N.B. In the first scene there will be a bright light followed by foot steps coming from door in focus. In the close up of the flower there will an animated shallow depth of field from the flower to the beetle (which will also be animated moving). These effects will be added to Animatic v.2.
Feedback welcome!
Animatic V.1 from Mark Mulligan on Vimeo.
Calystegia sepium and Colorado potato beetle
I decided on this particular to symbolise the growth within the building for a few different reasons. This is a common flower found growing from ivy all around the UK. It is important that this flower could actually be found inside the Strathmartine Hospital. That is also the reason i went for ivy in the first place...it would have no problem laying roots in an abandoned building. The other reason was for the colour of the flower. It is the colour of white because none of the colours from the light have been absorbed and so will reflect around the room.
This little fella is the Colorado potato beetle. Dont let the name fool you, they can be found in the UK but they are a regulated beetle in Europe due to havoc caused to potato farmers. Large part of my reasoning for choosing this guy is an esthetic one, i just had to make sure it was possible for him to be found in the UK.
Friday, 6 May 2011
Today's lighting experiments!
Focus is on the door to right. Dark corridor. I brightened up the floor closest with a area light so light under windows further up would be darker in contrast to the strong light hitting the wall. This is all happening in the section further up.
This is the same corridor but further up. Heavy sun light coming from windows.
The test room from my last post but colour of area lights changed to a light blue, colour usually used with daylight. Also lightened gobo.
Ambient light and a spot light in this scene. Used barn doors to create window shape and raytrace shadows. I plan to also use light fog to create that effect of morning light pouring in. Light fog didnt reach far enough but will find a solution.
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