Date post: | 14-Jan-2016 |
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MS2 Progress Report
Olle RydbergTomas Tjernberg
Inspiration
Final result- 35 second long film- Realistic cg creature- Matched on live action footage
Production
Maya - > Zbrush - > Topogun - > Zbrush - > Maya
Modeling
Production Basemesh in Maya
- Made for sculpting basic forms and proportions wíthin Zbrush
- Not suitable for animation - Lowpoly
- Clean topology- Quads
Modeling
Production Proportion sculpting in Zbrush
- Basic forms- Relationships between bodyparts
- Deciding final proportions- References
Modeling
Production Resurfacing/Retopologization
- Control and freedom- Planned topology / Follow muscle flow
- Midres mesh- Reproject old details in Zbrush
- Detail (yet to come)- Blendshapes in Zbrush
Modeling
Research
Texturing / Shading
Baking madness
- Multiple uv regions (speed, memory, control)
- Displacement (Tons of settings, script for maya)
- Normal (Easy from Zmapper, Xnormal, Uv seams)
- Color (Polypaint, Photoshop, Bodypaint?)
- Additional maps (Cavity, SSS, Spec)
Shading
- mia_material (Good reflections, Facing ratio)
- misss_fast_skin_maya (great SSS)
ResearchScene setup and
Compositing
- Mental Ray- Image based lighting, sun (fill lights were needed) + Final Gather
- EXR format (32 bit, more control in post)
- Render in passes (Diffuse, Color, SSS, Shadow, Indirect, Reflection, Specular, Normal, Facing ratio)
- Dof and motion blur in post
Shaders by: Pavel Pranevsky
ProductionRigging / Animation
- IK and FK- Muscle system- Pose to pose mainly- Walkcycle – Learn how he moves
Production-Boujou tracking reference-Modeled in maya-Representation of filmed environment
Proxy scene
Production-Test timing and pose-Visualization of final movie
Previz
Conclusion- Have we reached our goals so far?- Changes- Problems
- Questions?