Study W.I.P

Posted by Sam Hayes On Sunday, April 22, 2012 0 comments
After a quick talk with Alan today, I decided to relight my scene with a bit more thought to light sources and highlights, trying to reduce the extreme atmosphere that the lights had. Alan advised me to think about highlights as well as how the light would bounce. I'm taking a break from lighting for a couple of days, to finish the props for the study and clutter it up further as well as animating the few things in this part which will move.

The technique i'm now using, is to use multiple lights with different purposes, some only for single objects, to hopefully give a bit more of a soft and believable feel. The current stage i'm at is below, hopefully with some further advice from Alan, it will be close to final. The plan is to complete this half by Sunday, and then delve into the workshop / machinery area which I'm hoping to have some fun with, in terms of props, lighting and animated pieces.







Images below are older versions.




 

 Over the last few days I've been working on the study area of my environment, pushing the lighting and starting to get final textures on objects. There is still a lot of clutter to model and place, and Im not too sure about the wallpaper, but I'm hoping to have this small area completed in the next few days, so I'm ready to push on with the more industrial side of the laboratory.

Update:
I've tweaked the lighting after fixing some problems with my monitor calibration, it is now a bit closer to how I want it, but still needs some stronger highlights I think.






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The Time Machine: Current Progress

Posted by Sam Hayes On Saturday, April 21, 2012 0 comments
After the interim crit this week, the amount of work to accomplish over the next five or so weeks became apparent, so now is the time to pick up the pace and hopefully push my project to completion at the quality I've wanted to achieve. Along with the Time Machine model being in production, a lot of props are needed to portray the environment and make it seem as cluttered and believable while also keeping with the correct theme of the character. Below are the props I've completed, with a lot more to be made in the coming weeks.









More importantly for now, I have been working on lighting methods for my scene. Lighting is something I'm trying to push and concentrate on this project, making full-use of more advanced options as well as plans for post-production. Below is a quick look at how my lighting is coming along, as well as how it has so far been accomplished.

Firstly, I tried an approach at lighting the scene using Portal lights in conjunction with Mental Ray's Final Gather, which will more realistically spread the light throughout a scene and make the ambience and spread more believable. The first test with this is here:


This seemed a bit 'undramatic' and the lighting seemed a bit washed out. Obviously I'm only working on a empty-ish test scene, but the render time was far too high and although using Final Gather may make the lighting much smoother, the render times are a problem.

I decided to try lighting the scene without FG, still using Portal Lights but this time using an image-based node, which would typically project a HDR map throughout the scene. After some tests, this once again raised the render time above 3-minutes, and would take quite a lot of tweaking to lower it. The process I sued instead, was to project solid colour from the IBL-node, using a ramp, this would carry the colours of the sky, without having to calculate a large HDR image.  The result of this is here:



The scene seemed much darker, but the light inside the scene did seem stronger and more dramatic. I then used a method I learned in a Digital Tutor's tutorial - projecting light straight into the scene using a Mental Ray Ambient Occlusion node and an area light, allowing the colours of a ramp to flood the environment. As shown below:


To project the right colours in the right areas will take some tweaking, but it seems to improve the quality of the lighting, at very small render cost. Below is the current result I have using more realistic colours.




The task now is to fill the environment, whilst tweaking the lighting and hopefully have a optimized and well-lit scene over the next week.

Major Project: Interim Critique Presentation

Posted by Sam Hayes On Wednesday, April 18, 2012 0 comments
I haven't updated my blog in a couple of weeks and I'm planning on showing a lot more work that I've produced, in more detail, however here is the Interim Crit presentation for this morning.


Sam Hayes Interim

Time Machine Modelling #02

Posted by Sam Hayes On Monday, March 26, 2012 1 comments
Update:








Testing the animation of the clock rings:



The main focus of the animation - the time machine, is getting closer to how I want it to look. I have the main machine all blocked out and the most important components built. I've began some texturing and shading to get the palette and materials close to the style and feel of the environment and period. As I progress I keep realising more details I want to add and components to make it seem believable and to add the quirky 'tinkering' design of the machine. With more texturing I'm hoping to make it seem more organic, especially the chair which still needs to be sculpted. I'm hoping to have the machine close to ready in the next couple of days so I can get working on the environment and the piles of props to fill it!


The materials I've been working with so far, are texture maps plugged into Mental Ray's MIA_X shaders and some fiddling on the reflection curves and values. Depending on render time, this is a shader I'll try and incorporate into other areas of my scene, as I like the range of controls and values it has.

Although my machine is constructed mainly of metal that could shine, I want to give it a bit of grit and dirt. The environment and owner of the machine needs to be reflected in the design, so I assume it was built in a smoky room out of tarnished metal. I'm going to try and push the rusty edges and soot a little more as I refine the textures.





Time Machine Modelling #01

Posted by Sam Hayes On Tuesday, March 20, 2012 1 comments



I've began modelling the Time Machine. I've blocked it out and added detail to the interior, but there is still a lot to do. The modelling as of now isn't that far from the original concept and the pre-viz version, but I expect as I add more details and start to think about animation, it may change a little more. The left-hand side hasnt been worked on at all yet, but I expect that will have a gritty, coal-powered generator and some exhausts. I've made a note as I've been modelling on which parts will be textured (and therefore UV'ed) and which parts will use metal shaders, this should give it a better 'shine' and hopefully a bit more refinement. The chair will need sculpting in Mudbox, along with some other parts of the model.









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The Time Machine : Update

Posted by Sam Hayes On Monday, March 12, 2012 4 comments
I haven't blogged for a couple of weeks, mainly because I've been focusing on pre-viz which has been changing quite a lot as I try and work out the feel and themes in the animation. I've constructed a pre-viz environment, which I've pushed a little further than usual to see how the lighting can work in the Laboratory environment before going into full production. There is still a lot to work out, especially the 'workshop' area of the environment but it is getting closer to portraying the atmosphere I wanted it to have.

I decided to split the environment up into two areas. The first being a study room, showing the character of the scientist through props and decor. This room then leads into the open conservatory which is where the work-shop and Time Machine are housed. The overall shape of the building is below, inspired by the large 19th Century greenhouses and conservatories on stately homes.



Below are some shots from the rendered Pre-viz, I'm still working on the camera-movements, trying to make them seem fluid and ironing out any awkward moves.








The machine has been pre-vized, but I'm still not completely happy with the design, when I produce it in full quality, I think a slight re-design will be in order.

Lastly, I've been working on the first prop, a Art Noveau-inspired 'Tiffany' Lamp. Still needs to be textured in full. I'll be pushing ahead with more production of props whilst finalising my pre-viz.



Lamp's Detail in Mudbox

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I'm a student studying CG Arts and Animation at the University for the Creative Arts, I'm living in Kent.

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