Showing posts with label Rendering. Show all posts
Showing posts with label Rendering. Show all posts

Wednesday, 19 July 2017

CGI Landscape for Teaching Maya 2016 Part II: Simple Cartoon Textures

In an effort to entice traditional 2D animation students to see the potential and flexibility of CGI I have been using simple cartoon-style textures and alphas to show them not all CGI has detailed photo-based texturing.


I started with the 3D paint tool to mark up the general look and positioning, created a limited palette to work from...

Palette


...then bashed out some quick textures in Photoshop.
Tree Foliage
Tree Bark



Grass tufts Alpha texture


Big Grass tufts Alpha texture


Foreground texture

BG Rocks texture
Given more time the textures can be refined, but they should retain the simple style with large areas of flat colour.

Wednesday, 20 July 2016

Fixed lights and a Vimeo link.


Here's the next render, with fixes;

  • The fans that create moving light beams from above and behind have been slowed down considerably to become atmospheric rather that distracting.
  • Fans lights are not as bright.
  • The three point lighting is all fixed; different levels on the Key and Fill, and more Rim light have pulled the character out of the darkness considerably.
See the Vimeo link below for a good video version...

https://vimeo.com/175533791


Tweeked lights




Monday, 11 July 2016

Some actual animation!!!


Time to put some life into this...thing.

Below is the Mental Ray look; took three hours and made my lap-top do an impression of a George Foreman grill, and that was without knocking the background out of focus. So I did the Mental Ray movie render (only 80 frames of animation) on some of the Uni machines last week.

Mental Ray rendered version.

Below is a render using software. Still looks pretty good, and I can see the animation but it really lacks the beams of light turning in the background.

Software Version


Nothing fancy, just straight ahead animation and I have not played with the curves via the graph editor yet.


Looking at the lighting in the Mental Ray version the beams are more distracting than expected so I am going to slow them down a lot and make them less visible.


More soon, including the guy with the big hands!!

Wednesday, 23 December 2015

CGI December 2015: quick update

It's been a long time since I put up any new images of my robots here but they are still progressing.


After a long break; where I was too basically busy to work on them, I have given everything a big overhaul. New story, same characters. The environment is now way simpler, with the same animated beams of light.



The characters stand out more without all that unnecessary clutter. The robots have had some of the gaps in their body parts filled in with extra geometry. This should improve their silhouettes greatly and the robots are sporting a cool black and yellow colour scheme.


Test animation will be rendered without the fancy lighting as it is inclined to make my computers fan sound like a jumbo jet taking off. It is also rather slooooooooooow!


More soon time permitting.

Monday, 29 September 2014

CGI update



Lots of developments since my last blog post. I have given all characters a huge overhaul after attending the 2013 BAFGame festival in Bradford. There is an interesting difference in a game festival compared to Animation festivals; animation festivals you get to watch tons of animation, which is cool and you see a few speakers. With a game festival its nearly ALL speakers, and they have a lot of very interesting things to say, most of it relevant to the animation industry as well, not just game makers.

I learned a lot from some very talented professionals. Mike Bithell, creator of Thomas Was Alone showed us how much empathy you can feel for a character that is no more than and flat block of colour...




Art Director Viktor Antonov ( Half-Life 2 / Dishonored) talked about cities as a character which either aids or hinders a character...



While Brian Horton; Senior Art Director of Tomb Raider, showed how a characters animation reacts with environment and how character movements echo the closeness or space of that environment, again turning the environment into another character.

ANd not wanting to leave the animation festival out; Felix Massie's superb film 'In the air is Christopher Gray was another minimalists tour de force with simple single colour skinny characters, almost stick figures; but they ooze appeal...


...also a good example of simple backgrounds with highly polished atmospheric lighting...


And that is how I went from this over complicated, visually confusing mess...





...to this simple, iconic, easily readable form...






Complicated joints are no longer necessary as the mind of the audience automatically fills in the gaps giving the impression of a whole character. There are several examples of this but I always remember the work of Dudok De Wit; bodies and feet with nothing in between.


I even designed a robot several years ago using this design strategy but at the time I never did anything with the design...


The construction robot went through a similar redesign; this being the original design...


...this being the thumb ail sketch for the rebuild...


So this...


...became this new, cut back version...


I started to make environments using very basic blocky shapes, with the hint or a curved edge to catch the light in an aesthetically pleasing way;




...combined with atmospheric lighting and the right lens settings to give the image a shallow focal depth when needed...


...and plenty of shadows; deep shadows in areas of no detail...



Lenses; I want to use a good mix of lenses, from telephoto to wide angle, based on standard cinematic principles.


Lots of film noir techniques being used. Areas of deep shadow that do not actually contain anything. Film Noir came from studios having very small budgets. Areas of shadow disguised the absence of set; don't build it if your not going to see it. This made productions much cheaper to make...





It even has some nice under floor lighting coming out of an air vent, through a slow turning fan and then up through grilled flooring; again to create beams or light coming up and a great view looking down.



Beams of light play an important part in the environments, and this will be more dynamic as ceiling and floor light shave constantly rotating fans blades in front of them to give constant movement to the thin beams of light, and mesh patterns in front of the fan to give myriad fine beams of light.

Put this all together and you get an environment that has the appearance of being much more highly detailed than it actually is. Great for the production schedule!



And this environment will perform like an additional character, either helping or hindering the hero...

All in all I think this is getting interesting!