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Garth the Gargoyle. A ride through the uncanny valley . Goal. Requirements for successful CG-implementation. Goal. Requirements for successful CG- implamentation Focus on animation and compositing. Concept. Challenging design Hind legs Wings Tail. Concept.
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Garththe Gargoyle A ridethrough the uncannyvalley.
Goal • Requirements for successfulCG-implementation
Goal • Requirements for successful CG-implamentation • Focus on animation and compositing
Concept • Challenging design • Hind legs • Wings • Tail
Concept • Challenging design • Hind legs • Wings • Tail • Challengingscene and light • Daylight. Cannothidemistakes. • Ice and snow. Sparkleeffect, subsurfacescattering and bouncelight.
Concept Earlyconcepts
Concept • Addedfilmed clip to storyboard • Increased animation and compositingchallenge
Modeling • Three models
Modeling • Three models • Basemesh. Evenedgeflow for optimal sculpting
Modeling • Three models • High poly. 9 million triangles. Used for bakingdisplacement and normal maps.
Modeling • Three models • Low poly. Topologydesigned for animation and gooddisplacementmap subdivision.
Rigging • Intuitive • Less hands on animation
Rigging • Intuitive • Less hands on animation • Muscle system • As part of an intuitive rigg.
Rigging • Intuitive • Less hands on animation • Muscle system • As part off an intuitive rigg. • Free deformation animations
Rigging • Intuitive • Less hands on animation • Muscle system • As part off an intuitive rigg. • Free deformation animations • Keepsvolume on bending regions ofmesh
Rigging • Intuitive • Less hands on animation • Muscle system • As part off an intuitive rigg. • Free deformation animations • Keepsvolume on bending regions ofmesh • Muscle and wingjiggle
Rigging • Issues: • Muscle deformation on displacementmapdefinedmesh. • Havetorendertosee the true deformation on mesh.
Rigging • Issues: • Muscle deformation on displacementmapdefinedmesh. • Havetorendertosee the true deformation on mesh. • Tail rigg too intuitive • Easytouse, hard to master.
Animation • Winged predator withtail • Different center ofweight. • Canlean forward more • Strong and agile motion scheme • Aggressive behaviour • Like other predators, movesinto position for attack
Animation • Issueswithfilmed material • Time the animation withothercharacters • Hecticflowofplanned poses, • Loss of CG-charactersweight and momentum.
Animation • Issueswithfilmed material • Time the animation withothercharacters • Hecticflowofplanned poses, • Loss of CG-charactersweight and momentum. • Wings collideswithitself. • Better skin weighting and addededges.
Shaders • Mental raymia_material
Shaders • Mental raymia_material • Final Gather and IBL lighting
Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect
Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect • SSS shader for snow/icesubsurfacescattering
Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect • SSS shader for snow/icesubsurfacescattering • Renderpasses
Shaders • Don’toverdo the mib_flakes.
Render and Comp • Renderpasses • 32-bit .EXR • Material Color • Directlighting • Indirectlighting • RawShadow • Specular • Reflection • Matte
Render and Comp • Nuke setup • 3D-projection scene • Backgroundsare still photos • Importedcamerawithbaked animation • Grade and color correction • Light wrap • Motion blur • Film noise
Conclusion • Muscle system not necessary • A Pose Space Deformation solution hadbeenequallyeffective • The useofactors as animation reference vital • Shouldhaveused an extra actor for gargoylemovementreference • Displacementmapsaretimeconsuming • Nuke is a powerfultool. Prepare for it! • Maya 2012 is another kind of ”tool”…
Thanksto: My mentor, Mattias Bergbom – VFX consultant for DD Erik Öhman – awesomeactor and post-master My awesomeclassmates! And togscept for givingmethisopportunity! jimbo.sahlin@gmail.comgscept logga :P