Sunday, 10 May 2009

Little Gloaming: New Renders.

Still some tweaking to go, but I shall soon be rendering the final lot. Here's how it looks so far.




Little Gloaming: HDRI

HDRI Map

I think I forgot to mention the use of a HDRI map in my scene! I used one to create reflections on certain metal objects. I wasn't too fussed with what the HDRI contained, I just needed a hint of reflectiveness in my scene. I have made the reflections rather blurred so it is not the focal point of the set, but does its job.

Little Gloaming: Lighting.

Light Linking

When creating my basic lighting for my set, I found a little problem. I did not want to add another pass in my render time to exclude the sky. Kyle informed me you can do something called "light linking". I remembered Susan had mentioned this to me, so I contacted her. Susan taught me how to break and link lights to objects within my scene. This was a quick fix to my problem.

Little Gloaming: Texturing Update.

Hypershade

This is a screen shot of my textures. Most of those in my scenes are procedural textures. This lets me down in some cases, as more detailed textures could do with being applied to bring out detail. However, due to the mess up of using realistic textures in the first place, things have had to be compromised, although I do think it looks alot better now.


Examples of some of the textures in my hypershade, using ramps, fractals, noise and blends.




Examples of quick textures created for signs/clockface etc.

Little Gloaming: Playblast.

Playblast



This is what I handed in for the deadline. Its not as polished as it should be, and the credits will need creating properly. I am not finalised as much as I should be, because without finalising the render, I cannot tell how much I will physically be able to render out. I will start with the pan out, and then render as many of the close up shots as possible, then edit them together in this way. However, it gives the general feel of the look I'm after.

Little Gloaming: Change since hand-in renders.

Comparison


This is the difference between the hand-in renders and the new lighter version. I have to say, I was an idiot. I love the "dark feel" but theres a different between that and muddy colouring. Least it was fixable.

Little Gloaming: Final Gather

Final Gather

Been as the end is in sight, I'm having to cut back in tiny ways to ensure the scene is rendered properly. I tried the colour pass with and without final gather. Without it appears a bit darker, but now with the lighter ambient this doesn't pose as much as a problem. The slightly dark colour pass also gives the twilighty colouring I was after.

Little Gloaming: Hand In: Seriously Dark Renders

Dark Renders

When handing in my stills, I found that they came up incredibly dark. After momentry panic, I have sorted it out. The ambient occlusion was the culprit, and when adding the lighting/ambient and colour together, it darkened the scene badly. Here is what I have edited to fix things.



The max distance wasn't set, so the ambient went crazy. Lesson learnt, never use presets in a panic. The scene now renders a little bit faster. So all is well.

Sunday, 3 May 2009

Little Gloaming: Colour Variation

Colour Variation.

I went into university to attempt to load my scene, it worked because I have layered all of my scene constructively and can work on individual buildings. However, even with this, it takes me 20 minutes to test render each colour making work near impossible. Even then, the quality is terrible, it completely drains all of the life out of my scene. Therefore I will only be batch rendering my scene from my home PC, and it shall now not be done in full until the degree show. This and not yet knowing the requirements to render out to until 4 days before hand in.

Here is an example of the reduction is quality between each machine:


Little Gloaming: Music

Music

Royalty Free under creative commons licensing.


Netherworld Shanty: Kevin MacLeod

Little Gloaming; Colours

Colour

So far....so good. Ok, so rendering in time for actual hand in isn't going to work, as I have ambient occlusion pass and colour pass combined to make the environment look right. I will be using a camera playblast edited together, and some fully rendered stills. I will then be doing a full week long render for the degree show to make it look purdyful. I have the music track selected....just finishing off the colour scheme now. Here's some pictures:

This one is scrapped...I didn't like it....don't ask why.




Ironically, I have spent most of my time on the back drop, I have all the textures assigned now, just colour tweaking. This bit Im happy with though|:

Saturday, 2 May 2009

James Set: Rendered

This is the set I produced fully rendered in Maya for James's scene (James did the rendering), I did not model the thorns as at the time they were going to be a texture from James. Unlike my ambient occluded work, this scene has been done with Maya toon shader, and shows me how my work translates into a simpler style. To be honest, I preferred the more modelled version I produced, but can completely understand why James chose to use the less detailed model, as the toon shader did not react well to multiple surfaces, and it would have increased render time.

Colour: With Kyles Help

More pictures of me attempting texturing! Kyle helped me by going through colours in a layer in photoshop to get a jist of the colours I will use, I spent days floating around trying to colour it all without a concept in mind. I have never used colour, mainly specialising in black and white, so I needed some help. With Kyles advice I have used a colour wheel to find complementry colours. I even used the Dulux colour sight to find a good tonal range! Whilst most people may see these colours as muddy, I think they work well together and are just slightly exaggerated versions of those that would be used in real life.