Monday – Set up renders for Shots 1, 6, 9 and 11.
Gave
feedback to Rob on tree textures for the swamp.
Quick UV-map
issue that was missed with the Hunter was solved by Laura.
Set up
render for Shot 11 but won’t be able to render out the Master layer for Dee as
need the “Crocodile Arms” texture for Dee:
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| AO pass for Shot 11 |
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| BG_Master |
Rendered and
composited Shot 1 - Rendered off the Master Background, Specular, Reflection, AO and Depth. Composited it, ready for the Hunter’s hands and poster to be added in later:
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| Shot 1 - AO pass |
.tif) |
| Shot 1 - Depth pass |
I noticed with the lighting of buildings going down the street were lit up too much on their edges (mainly on the doors and windows) and were taking attention away from the Van which should be the main focus of this shot. These buildings are meant to be in shadow from the buildings opposite and the setting sun. To fix the problem I used Light-linking in Maya to select certain buildings and select which lights should only be affecting it and deselect the lights that shouldn't be affecting:
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| Lighting before |
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| Lighting after |
Tuesday – Submitted
Shot’s 9 and 11 to the Renderfarm, which I got back quickly. Submitted Shot
6 to the Renderfarm for the AO pass.
Composited
other shot’s together – but they are still missing elements due to things such
as the Hunter Master layer as textures not completed yet. Rendering off as much
as possible, such as AO passes for the Hunter character, to keep production
moving along.
Tried to
start animating shot 4, but Hunter’s face exploded when scaled, problem fixed
by the method of reapplying the blend-shapes into one group using Front of
Chain.
Got some
smoke effects to add to the grill where Dee is cooking in Shot 6.
Received
Krokodi rig from Nikki and she demonstrated to me and Ben on how to use the
rig.
Wednesday – Shot 21 is ready for
rendering as I completed the lighting for the shot in the swamp. The lighting can be seen in the finished shot below. I used greens and blues in the lights to bring an eeriness and mystery to the Swamp environment. I also mimicked light shining through the trees by adding area lights to parts of the Jetty and on the Hut. I went about lighting the swamp the same way I did for the town so even though both environments are very different, they still were lighted the same way to feel part of the same film. By first lighting the whole environment with directional lights and then 'painting' with light by adding in point lights and spot lights to pick out details within the environment and create bounced light from the main light source. The time of day is evening/night so dark shadows help show this and keeping all the colours of the lights in cold tones:
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| Screenshot showing the lights in the Swamp Environment (main directional lights in top left corner, the rest of the lights I used to 'paint' the scene with light) |
Quickly put
together a texture for the swamp water as I needed the texture and it had not
been done. As the water plane geometry is very big in the environment, the
texture needed to be quite high resolution, the first resolution I tried added
2 minutes to render time. As this project is under a strict deadline, I am
constantly trying to find ways to decrease render times such as finding the
right texture resolutions and correct render settings.
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| Part of the giant water Matte painting texture |
Setting up
shot 22 for Claire to animate:
Added
headlights to the Van by parenting spotlights to the van’s headlights, so they
move with the Van as it drives into the swamp in Shot 21. They light up
everything in their path but I also added fog to the light so the viewer can
physically see light emitting from the headlights:
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| Light can be seen from the Van's headlights |
Trying to
organise the texturing of the crossbow and who will be working on it or who is
available to work on it.
Thursday – Compositing Shot 21, created
Matte Painting for the background behind the trees.
Rendered off multiple layers and composited together,
which allowed me to edit the colours better in post and put fog layers between trees, the hut and jetty. Also allowed me to blur just the trees in the background to create some depth in the scene:
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| Jetty and Van AO render layer |
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| AO background without jetty, so only 1 frame needed to be rendered, still have the shadows from the Jetty by creating a Lambert shaderr, turning transparency values to full and applying to the Jetty. |
.tif) |
| Fore-ground Trees Master layer |
.tif) |
| Middle-ground Master layer |
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| Background Trees layer |
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| A frame from the Master Van layer |
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| Final Composited Frame (showing lights and fog effects) |
Including the tree on the
right that is affected by the Van’s headlights. The Van is meant to be
approaching from the far left offscreen. However the Van starts driving in just
offscreen which means the tree is already lit up from the headlights. So to
create the effect that the Van is driving in from further away, I rendered out
the tree by itself, unaffected by the lights. I then added this to the comp and
keyframed it’s opacity to blend into the lighter tree, creating the effect of the
light getting stronger on the tree but the Van gradually approaching.
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| The red arrow points to the tree that is being lit up by the Van's headlights as it approaches the scene. Showing parts of the environment being actively lit by moving objects in the environment helps to integrate the animation with still backgrounds. |
Added in the fog and mist layers that Anna created:
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| Fog effects created by Anna |
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| Fog layer added in the composition. Moving along the bottom of the screen it really helps add to the swampy atmosphere, it also helped make the water look as if it's moving which helped give character and life to the environment. |
Tried
adding fireflies moving in the shot using CC particles in After Effects,
however they seemed to be too distracting while moving and took attention away from
the Van. I also tried leaving them static but that jsut look unnatural:
This is the final shot for the opening scene of the swamp:
Gave Charlie
some feedback and advice to help with the walkcycle animation of the Hunter’s
boots.
Got an
animation update from Claire, then I realized that the shot she is working on
needs the crossbow in it.
Friday – Having realized yesterday the
need for the crossbow in the shot Claire is animating, I opened the crossbow
file to check it before sending to Claire. Noticed that the UV-map was
distorted (which may have been from when the model was adjusted), also checked
this by applying a checker texture to the object:
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| Checker test texture looking very distorted |
I quickly re-UV-mapped the
crossbow and started to texture it, as I needed the crossbow to add into all
relevant town shots which were just needing the crossbow to add in and be
complete.
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| Finished UV-map |
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| Checker test texture looking much better |
Added lights
to the Swamp Jetty shot.
Tried to fix
the Hunter's missing geometry in Claire’s animated shot 22, due to problems because it was
animated in a newer version of Maya:
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| No head! |
Weekend – Working in the Maya Lab over
the weekend. Working across 5 different computers at one point, all of them
rendering out something different, required a lot of concentration,
multi-tasking and organisation. Also continued with compositing more shots.
Finished the
Crossbow texture, creating metal-like textures and leather for the strap, painting over them in photoshop to add a slight painterly texture to it to fit in with the rest of the film:
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| Painted UV-map for the bow |
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Painted UV-map for the Crossbow and arrow
Finished Crossbow with textures applied:
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Setting up
shot 11 to render Dee’s Master layer after adjustments were made to Dee’s
“Crocodile Arms” texture. Shot 7 rendered out:
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| Now that the Crossbow was completed I was able to render out the Crossbow Master (Hunter with Black hole shader so crossbow layer can be added easily in comp) for Shot 7 |
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| Character AO pass re-done to include the crossbow which had been missed out before |
Worked on
re-writing my Program of Study Document, as one of my specialist skills for assessment has changed since Christmas.
- Lilly