Categories
Advanced & Experimental Group Showreels

Week 12: Group Project Showreel & Critical Review

In this final week, I put together my group project showreel to show the final outcome and my models breakdown, and I also wrote my critical review about this project.

Steampunk group project showreel

Critical review

This project was full of ups and downs. However, I feel like all of the components of this group have been professional, helpful, understanding, and a pleasure to work with. Communication is key in a group project and more when there is a time constrain that requires efficiency and accuracy. This team have definitely comply with their individual tasks and exceeded expectations. As a group, we managed to have all tasks finished on time, and we managed to discussed openly many issues we had throughout this project.

From my side, I have assumed the look dev artist role which I was very pleased with. I admit that look dev artists have the pressure of finishing the models as soon as possible so I did not really reach the point in my model where I was completely satisfied. For example, I had issues with my hologram model as it was way too heavy for the scene and I had to reduce the poly count of the model in order for it to work. I also had to remodel the base of the hologram as we were unsure how to make it work in the scene. While the hologram was a bit of a problem for me, the spaceship and the radio models were good and I just had to make small changes to them that would not vary their final look.

On another note, I have taken a lot of new knowledge from this: I have learnt to use Substance Painter to create my own textures which has opened another important door as a 3D artist; I have improved my modelling skills to have a polished finish in my topology to make it as much optimised as possible (and avoid future issues in crowded scenes such as this steampunk comp); I have also learnt how to create proper UV maps and the several techniques to do so; and lastly, I have also learnt how this industry pipeline works on general basis, which also is good to experience as it has given me an idea on what pathways I would like to go after I finish this master.

Categories
Advanced & Experimental Group

Weeks 10 & 11: Final Models Render with Studio Lighting in Maya (Wireframes, UV Maps, & Textures)

I expended this week setting my final models with a studio lighting scene in Maya to show topology, UVs, and textures.

Studio lighting set up in Maya

I took me a bit to be able to set this scene as it was preset with different colour space, so the scene was giving me error from start. I followed a video that the author of this scene made to explain how to configure the colour space to make it work.

After, I set everything up, I could start setting my models but, unfortunately, some textures were looking way different and with the time limit I have I just could not do anything about it. Therefore, I tried to match the textures such as possible to the originals and proceeded to render. I also rendered the topology and UVs of the models for the showreel breakdown.

Categories
Advanced & Experimental Group

Week 9: Hologram Base Textures in Substance Painter & Final Model Animation in Maya

This week I focused on finishing the textures of the hologram and refine its animation.

Hologram UVs correction and base texture

When I started to add the textures to the base of the hologram in Substance Painter, I noticed that my UVs were wrong as I sliced them in sections. Therefore, any time I tried to add a rust effect on edges, the programme was not detecting them and placed the textured in the middle. I then went back to Maya and redo the UV maps, but this time only cutting off the edge that was less visible, and unfolded the UV from that cut. Then, I updated the UVs in Substance Painter and added the rust effect in the edges.

Originally, I wanted to do the texture in bronze colour to follow the style of most of the objects in the master render. However, I then realised that this texture will not work as hit is too flat and yellowish so it does not really match with the blue hologram effect on top of it.

After testing the bronze texture, I decided to swap to a more reflective and metallic texture such as the copper texture, and then add the dirt and scratches masks I made for the previous bronze texture on top of the new texture.

After exporting the textures from Substance Painter, I created the shaders in Maya using the Substance plug-in, and linked each shader the the correspondent part of the hologram. After relinking textures in Maya, I noticed that the metallic textures looked too flat and they did not shine as a metallic surface would do in reality. Therefore, I checked the roughness map of the copper texture and reduced the ‘alpha gain’ till 0.5 (it was 1 before) and then changed the ‘color gain’ to a darker gray so the shadows had some contrast from black to gray (before they were white so they were not visible, hence the flat look). Then, I went to the ‘Lens Effect’ I added for the hologram and reduced the ‘threshold’ from 1 to 0.65 so it did not look that white/burnt shine on the surface of the metallic base.

After the textures were finally completed, I redid the animation of the spinning of the rings and the little satellites rotation on them with manual key framing.

Final hologram model with textures and animation
Categories
Advanced & Experimental Group

Week 8: Hologram Reduction of Model Subdivisions in Maya, & Radio Textures in Substance Painter

This week I had to remodel the base of my hologram and make the hologram effect to test in in final scene, along with finishing the radio textures.

Hologram remodelling

After Martyna and Roos tested the hologram in the master render, they were having some issues with the hologram as it was too heavy for the scene. Then they figured that the particles used for the particle effect had too many subdivision and asked me to redo this with simple cubes instead (it will not have that polished effect, but it will lower the poly count of he model considerably). Apart from the particle effect, Roos also recommended me to delete any unnecessary subdivisions, so I deleted most of them from the constellations cylinders, from rings, rivets, and base of the hologram. After reducing the poly count, I also had to redo the hologram’s UV maps.

Radio Textures

I also carried on with the radio textures this week so the CG lead could have most of the final objects with textures to test the illumination with them in the master render. In Substance Painter, I chose a wood texture for the base and main body of the radio and mixed it with some metallic textures to give that futuristic look to it. I also, found two pictures online about the channel dial of retro radios, so I created an alpha and a normal map version of these and added them to the radio. I made the normal map to add some texture to the typography in it and the alpha map to add some emission to the screen (focusing on the typography only) as if the radio was turned on.

In Maya, I linked all the textures as I did with my spaceship, by using the Substance plug-in to automatically link and group the different layers and maps into shaders. Then these shaders were connected to the correspondent parts of the radio. I also linked the channels screens to the radio and added a bit of emission (as previously mentioned) to give the feeling that the radio is turned on. However, after I uploaded this textured model to FTrack, Gonzalo mentioned that this emission was too bright and should be turned down slightly. Therefore, I corrected this and uploaded the final version to FTrack.

Radio model with emission levels too high in the middle channel screen
Final radio model with textures

References

Cobalt. Vintage radio dial (online). Available at: https://stock.adobe.com/gr_en/search?k=radio+dial&asset_id=55983088 [Accessed 3 June 2023]

Pilcher, G. Vintage radio dial face (online). Available at: https://id.pinterest.com/pin/740279257483290061/ [Accessed 3 June 2023]

Categories
Advanced & Experimental Group

Week 7: Radio & Planet Hologram Final Models & UV Maps

This week I added some more details to the radio and the planet hologram, and tried to finish the UV maps of both of them to leave them ready for texturing next week.

Radio model improvement

I considered that the radio was looking a bit flat and boring. Since the style we are approaching is more detailed and crowded, I decided to add some patterns on the top of the radio following the organic shapes I added in the front part of the model. Also, I saw that Liam and Roos had a specific pattern in their models (couch, arm chair, and coffee table) which made the style of the objects look more cohesive. Therefore, I asked them how they made it and added it to the sides of my radio. For the top decoration, I used curves as before that then I would transform into brush strokes and lastly into mesh. For the pattern on the sides, I created a plane, then used the ‘Poke’ feature to create these crossed intersections on each subdivision of the plane, and then I extruded those faces keeping the faces separately.

Final radio model – 360 render in Maya

Radio UV maps

After I finished with the final version of the radio, I moved on with the UV maps.

Planet hologram base remodelling and hologram

After Martyna and Roos had a 1-to-1 session with Dom, he considered that the platform of the hologram was too small and it did not feel like part of the composition. Therefore, I remodelled the platform, this time based on Martyna’s idea of taking an old school compass as a reference. This compass idea fits really good with the hologram style as it would look like it is a navigation map for the spaceship’s route. I also made the Earth continents shape in the inner sphere of the hologram, using MASH distribute node to generate particles and then make a road map so the particles follow the shape of a 2D image that I found online and converted in an alpha map in Photoshop. Then, I also added extra particles in the outer sphere of the hologram to give like a more random and glitchy effect. I also animated the rings and spheres so they rotate simultaneously. Lastly, I also found a tutorial that shows how to create a proper hologram effect (using a multiply and a facing ratio nodes, playing with transmission weight and then adding a ‘Lens effect’ to the render settings).

Hologram effect tutorial (Arnold renderer, 2021)
Playblast of final hologram model with animation (no textures added)

References

Arnold renderer, 2021. Arnold tutorial – How to create a holographic effect in MtoA (online). Available at: https://www.youtube.com/watch?v=glG4dUnSH3o&list=PLAlv9GvsMvnMCUwPx_gcXaCj_yHYdIPqD&index=1 [Accessed 27 May 2023]

Categories
Advanced & Experimental Group

Week 6: Spaceship UV Maps in Maya & Textures in Substance Painter

This week I focused on finishing my spaceship by editing the UV maps and creating the textures in Substance Painter.

UV Maps in Maya

Since I consider that my knowledge about tidying up UV maps was basic and my spaceship model had a lot of complex shapes and details, I decided to research about how to lay proper UV maps in complex objects. Therefore, I found the following tutorial which had a useful workflow to do proper UVs.

UV maps tutorial (On Mars 3D, 2021)

After this tutorial, I carried on to do my spaceship UV maps and get it ready for texturing in Substance Painter. Since there were lots of different parts of the spaceship that needed a lot of space in a UDIM, I decided to separate each part in a different UDIM to have the best resolution when adding textures. I also cut each section in pieces to then unfold them properly and use layout to spread them in the UDIM. Sometimes, some of the UVs were layout really mixed up and not properly oriented, like in the main body of the spaceship, so I manually corrected orientations and tidied them up (so they were also easier to spot when texturing separate sections).

Textures in Substance Painter

I wanted to achieve a realistic texture result with my spaceship, so I decided to use Substance Painter for this. Since I have never used this software before, I researched some tutorials in YouTube and also asked to Marianna and one of the technicians at uni for advice. I found the following tutorial that teaches the basics of Substance Painter.

Substance Painter beginners tutorial (Adobe Substance 3D, 2021)

I mostly used the preset textures for my base, such as copper, copper worn, chrome blue tint, and glass firm dirty. Then, from these base textures I started building up with fill layers, masks, and generators to add dirt, scratches, burns, and rusty borders. Once I was happy with the textures look, I baked them all.

However, I had some issues in the outer cover of the spaceship, since the UV maps were not unfolded properly, so they were overlapping and showing like stripy patches in some areas. Therefore, I went back to Maya and corrected the wings UVs, cutting the inside parts of each piece, unfolding them and then laying them out properly. Once this was corrected, I had to search for another tutorial as I was not sure how to update the UV maps in Substance without having to start from the beginning the whole process of texturing. Therefore, I found the following tutorial that has a really quick way to update this:

Updating UV maps in Substance Painter tutorial (On Mars 3D, 2020)

Once the textures were finished, I exported them and relinked them in Maya as shaders following this tutorial for a quicker way to relink all texture maps in Maya:

Exporting textures from Substance Painter to import and relink in Maya tutorial (What Make Art, 2022)

I also added some emission effect to the windows so it looks like there are lights on inside the spaceship.

Spaceship final model with textures – 360 render

References

Adobe Substance 3D (2021). Substance Painter 2021 Getting Started – Part 01 – Materials & masking (online). Available at: https://www.youtube.com/watch?v=_j27AS0VQOw [Accessed 20 May 2023]

On Marrs 3D (2020). Substance Painter – How to Update Models AFTER You Textured It! (online). Available at: https://www.youtube.com/watch?v=qjYzLgVOqrc [Accessed 21 May 2023]

On Mars 3D (2021). How to UV Map Complex Objects in Maya (online). Available at: https://www.youtube.com/watch?v=JiEQNDZapXs [Accessed 20 May 2023]

What Make Art (2022). Export Substance Painter Textures to Maya with Plugin Tutorial (online). Available at: https://www.youtube.com/watch?v=sCKc_6nTRPM&t=227s [Accessed 21 May 2023]

Categories
Advanced & Experimental Group

Week 5: Group Project Presentation, Radio and Planet Hologram Models in Maya, & Full Version of Matchmove Task

This week we had the first presentation of our group project, I also started with my next two models drafts (radio and planet hologram), & also made the matchmove task until the end of the footage as requested by Gonzalo.

Group presentation

This week we were asked to make a presentation of the current work in progress of our group project, so look dev artists shared the WIPs of our first models, CG generalist and CG lead shared the draft layout of the scene with illumination test, compositor showed their matchmove and clean up of the scene, and compositing lead shared their research about colour palette, textures and overall style of the scene.

Team meeting and weekly target – draft models

After the presentation, we also had a group meeting to review the progress of our project and decide the next steps to follow for next week. Since we needed a more refined layout to see dimensions and positioning of the models in the space, we decided to try and have all draft models done for next Monday. The CG generalist and CG lead also created a folder in the UAL shared drive so we could also access it and upload all our models there as alembic (abc). Martyna also took a human figure from Maya’s content browser and scaled it to the scene size we wanted so we have a scale reference.

From my side, as I already finished the spaceship model (and this was approved on FTrack by Gonzalo too), this week I focused on finishing the radio and the planet hologram draft models for Monday.

Radio

For the radio model, I took the two pictures below as references. Both styles are different but I like some features from both styles that I consider can be incorporated together. For example the main outer shape and the speaker on the left radio could be mixed with the buttons and decoration lines of the second reference on the right.

I then tried to incorporate these elements in my model and came up with the following draft model:

Radio draft model

Planet hologram

For the planet hologram I used the below image as reference since it mixes a futuristic hologram effect with steampunk metallic textures in the rings, planet and base. I consider it is a good example for the futuristic steampunk style we are aiming for.

In this version I made a draft of the model and tested how it would look like with a basic hologram effect and a simple animation made with manual key framing:

Planet hologram draft model

Extended matchmove task

Also, we were asked by Gonzalo on FTrack to finish the matchmove task until the last frame. When I went back to 3D Equaliser and tried to add the last tracking points for the final frames, it was showing as a flat line in the deviation graph, as if I did not add any points from frame 450 onwards. However, after trying to figure it out by myself, I asked my classmates for help and Martyna managed to help me with this. As she had the same issue last week, she asked Dom and he explained that this was due to having two different tracking points in the beginning of the scene and at the end of the scene in the same place. Since they were different points and were on the same place, the programme could not read them properly and assumed that there were no tracking points in that area. Therefore, all that I needed to do was to take the point added at the beginning of the scene and extend it until the end from the point it was visible again inside the frame. This solved my issue with the programme not recognising the tracks and managed to finish the tracking until the end. Then in Maya I adjusted the scene again and exported the alembic cards, cones, and camera to Nuke, to finally add the lens distortion.

Extended matchmove Maya playblast
Extended matchmove final comp
Categories
Advanced & Experimental Group

Week 4: Spaceship WIP 1 & Matchmove Task Reviews, & Spaceship WIP 2 Model Detailing

This week I focused on finishing the matchmove task with all corrections required and also tried to finish the spaceship model ready for texturing.

Matchmove task

I had a second 1-to-1 session with Dom and asked him about how to export from Maya to Nuke and how to correct camera alignment in 3D Equaliser or Maya. In 3D Equaliser, I missed to set the point of origin and to set the ground points. Also, I needed to align my camera horizon so everything is level to the footage. Once this was corrected, ,I exported it to Maya and realigned the cards and cones of 3D scene. Then, I exported cards, cones, and camera separately in .abc (alembic) as explained by Dom. As I already had the scene previously set before these corrections, I replaced the camera exported from Maya in the Nuke file exported from 3D Equaliser, then connected the cards and cones as geometry in the ‘Scene’ node, added a red constant and some lighting to give some colour and contrast to the cones, and finally redistorted everything together. I finally exported the final matchmove and uploaded it to FTrack for assessment.

Final matchmove

Spaceship WIP 1 review and further modelling of WIP 2

This week I tried to finish the spaceship model to get it ready for texturing. I added more details such as windows on the sides (adding edge loops and extruding), two extra engines and wings in the sides, changed the bottom part and added extra details so it looks like a boat, and lastly, I added some extra details in the top of the spaceship so it looks like the top fin of a fish. Most of the more organic design ini this model was made using ‘Curves’ to make the shape I wanted and then with a disc, extruding following curve made. My main reference for the added features is the following:

Once I finished with the model, I exported a 360° view and took some wireframes screenshots as requested in my first FTrack review of my first model version.

Final model 360° view – Maya render

References

Matczak, M. (2012). artwork, airships, steampunk airship, steampunk, aircraft, industrial, fantasy art, smoke, rocks, cave, Michal Matczak, concept art, lights, Zeppelin, HD phone wallpaper (online). Available at: https://www.peakpx.com/en/hd-wallpaper-desktop-kdvbs [Accessed 22 April 2023]

Categories
Advanced & Experimental Group

Week 3: Group Project Matchmove Practice & Spaceship WIP 1

This week, we received the group project live action footage so we could make the matchmove in 3D Equaliser, Maya, and Nuke. I also started modelling the spaceship for the group project.

Matchmove task

I started to track the live footage we were given in 3D Equaliser, trying to follow the steps we learnt last week. This was a bit challenging as the floor of the footage had a lot of reflections and it was difficult to keep the tracker on place. Also, before tracking, I denoised the plate in Nuke so I could get a clearer image for tracking. I only tracked the green marks added in the scene initially, however, after my 1-to-1 session with Dom, he clarified that the green marks were only references and that I could add more tracker points anywhere I needed (the more tracker points the better results I could get later on). Therefore, I added more tracker points to then reconstruct the scene in Maya and added red cones on every single tracker point.

Matchmove playlist in Maya – WIP

I was a bit confused on how are we supposed to export the geometry in Maya and the process after this in Nuke, so I will book another session with Dom for next week.

Spaceship WIP 1

For my spaceship model I made some sketches on Procreate app first and then some more hand-drawn sketches while discussing with my group the style approach we were going to follow.

After figuring out how the spaceship would look like, I start to 3D model it in Maya directly as I will also have a better idea of dimensions.

We were also asked to submit next week our first model WIP to FTrack so I put together some render views.

Also, Roos created a group Padlet board where we will be adding the progress of each team member’s tasks and where we could give feedback and add notes too.

Padlet group board
Categories
Advanced & Experimental Group

Week 2: Matchmove Practice & Group Project Tasks Organisation

In this first lecture with Dom, we learnt how to use 3D Equaliser to track a scene’s camera movement and lens distortion, and then export it to recreate the 3D space of this shot. We also organised the assets and tasks of each member of our group and started to think about the components our scene needed.

3D Equaliser Lecture

A camera track is used to recreate the camera movement and lens distortion of a scene shot. This is then used for adding CG elements to it that will follow the same movement of the scene. There are different types of camera track such as:

  • Facial tracking. To track facial movements and expressions.
  • Object tracking. To track movement of objects in the scene.
  • Rotomation. To match movement of objects and actors, and then adding CG to live action.

It is also important to track the lens distortion of a scene so when adding CG elements to it, they look like part of the shot as if they were filmed with the same camera lens.

Types of lens distortion (Foundry)

In order to track our scene, we will use 3D Equaliser which is the standard camera tracking software used within the industry. The 3D tracking process is made following these steps:

  1. Set up camera and lens.
  2. Track scene.
  3. Lens distortion.
  4. 3D orientation.
  5. Check scene.
  6. Export.

This programme feels a bit more accurate than Nuke regarding the camera tracking as it has less errors when tracking and we can also add the exact points we want to track in the scene. First, we would have to import our footage to the programme, and then play around changing lighting, gamma, and contrast, to increase tracking accuracy depending of the point we want to track. Normally, when there is more contrast and there is a clear pattern to track, the programme would have less problems to track. After we have tracked our points, we do click on ‘Calculate All From Scratch’ or press ‘Alt+C’ so the programme can calculate the tracking points in 3D space.

Once we have our tracking points, we will start with the clean up process. This means to get rid of trackers that do not work that good, or smoothing the tracking lines in the ‘Deviation Browser’, or double checking the there are no tracking points outside the shot.

Then we can proceed to set the lens distortion by adding the type of camera lens details (can be found online at https://vfxcamdb.com), so then the programme can calculate the trackers in 3D space again but using the distortion details.

Following on, we can switch our view to 3D space (F6) and convert the tracking points into 3D models or mesh. This 3D model can then be exported to Maya, Nuke, and other 3D programmes, ready to be used as reference for our 3D scene.

I exported mine to Maya and added simple shapes to recreate the scene in 3D space. This would be then used as a reference for 3D artists to set their models positions and perspectives in the scene.

3D scene modelled in Maya using the trackers reference exported from 3D Equaliser

Steampunk project – Organising tasks and assets list

This week we decided on the assets we needed for our scene and how many assets each look dev artist was going to take care of. Since I love sci-fi and everything related with cosmos and spaceships, I decided to model the spaceship that is going to be seen from the window of the scene. Also, taking advantaged that in my collaborative unit from the last term I got to test some hologram effects in Maya using MASH, I also decided to try model the planets hologram. And lastly, I will also be taking care of design a radio which I find really interesting as I love classic 1800s radio models which are perfect for the steampunk look we are pursuing.

I then put together a moodboard of each model to see how the style of each one would be:

References

Foundry. Camera Matching (online). Available at: https://learn.foundry.com/modo/14.1/content/help/pages/rendering/camera_matching.html [Accessed 23 April 2023]