Categories
Advanced & Experimental Personal

Week 11: Motion Blur in Maya, Matte Painting in Photoshop, Nuke Comp, & Final Render

This week, I researched pictures that I would use for my matte paintings in Photoshop to then implement the m in Nuke for my final comp. I also rendered again my scene from Maya with motion blur added.

Motion blur added in Maya render

I was not convinced about the way the render of the scene was looking, so I asked Marianna for help and advice. I explained that the image look too sharp and neat, and it did not look realistic at all as it was missing depth of field and some blur. Then she explained to me that in Maya I could really easily apply motion blur in my render settings (literally just need to tick an option), and Maya would add the motion blur and depth of field for me.

Mayan environment with motion blur

Matte paintings in Photoshop

For the sky matte painting, I took a sunset sky picture and using the ‘offset’ and the ‘stamp’ tools in Photoshop, I made an ‘infinite’ picture so the edge of this is not visible if applied in a sphere or a cylinder to recreate the environment background. The background mountains were made like this too, however, in the rest of the matte paintings I only removed the the sky of the pictures.

Compositing in Nuke and SFX in After Effects

In Nuke I added those matte paintings previously made in Photoshop. I added the sky as a sphere texture so it looks more realistic and has more sense of depth. The background mountains were added to a cylinder was they were going to surround the whole scene (as the camera movement rotates through all the scene, this needs to be visible from all the angles). The foreground mountain and the extra rainforest bits were added as projections to simple cards since they constitute small sections only so do not need curved surface. To give more depth to the scene, I added some highlights and shadows to the mountains using rotoscoping. Lastly, I decided to search a clip of a waterfall to add it to the back of the scene so the river position has sense and continuity. Since the cards of the waterfall were giving me problems as they would get in the middle of the camera movement and they would show were the should not, I set their lifetime until only farm 400 so they disappear after. I also had to colour correct the water if the waterfall to match the colour of the river and I also gave the sky an orange/yellow tone so it matches the sunset sky’s colour.

Mayan Environment Final Comp

Mayan environment final comp
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
Maya VFX Fundamentals

Week 4: UV Set Up & Texturing in Maya

This week we finished up our air balloon adding UV textures.

We learnt how to set up a UV map with the ‘UV Editor’ from an object so the texture looks realistic when added. Later on, we downloaded some textures and added them the the UV map created on each part of the balloon. We also changed their appearance playing around with ‘colour’, ‘specular’, ‘transmission’, ‘geometry’, etc. As these images look too flat and no too realistic, we created a ‘bump map’ using the ‘hypershade’ editor to add more detail to the texture. In the ‘hypershade’ editor we also saw how to join different nods to create different texture effects. Lastly, we created a short animation of the model, spinning the air balloon 360 degrees and showing only the object and not the background, and then rendered it in EXR. This would be used in our Nuke class as alpha matte to make a composite with it.

Final 360 spin render

Since I am interested in focusing on modelling and texturing in Maya, this was a good practice to improve my knowledge on this. I look forward to explore more organic modelling and all its possibilities.