Deep
Our
production towards the deep project started with several meetings clarifying
what scenes it was that we chose to do. Jacob and I had taken an interest in
the opening castle scene and agreed to creating this whilst I agreed with
Bradley to do the 3d hotel scene.
Production started with Jacob and I gathering some
reference images to base our scene on. The idea was originally to build a set
extension within Maya. After experiencing lots of problems with the projection
mapping technique we had decided that perhaps it was best to achieve the end
result by means of matte painting different layers within Photoshop and
layering them within 3d space within after effects. We broke the scene down
into 6 layers; foreground, front middle, Live action footage, back middle,
mountain background and clouds. The live action footage obviously setting the
speed at which we track into the castle we placed the layers in 3d space and
set up stabilising the footage. As the
footage was very shaky it proved quite difficult to eradicate all of the shake
but actually enjoy the slight shake. It was our duty to allow the viewer to
tell that the castle was a model and was not created in any other medium. After
stabilising the footage we could then start on animating a virtual camera
within after effects to match the move of the live footage.
We distanced the 2d
planes to create a sense of depth and scaled them accordingly. We ensured that
when creating the painted layers the resolutions were ample for scaling. To
create the clouds we used a turbulent noise map and distorted the shape as to
take on the sky above the scene. We animated the sub-scaling properties of the
noise to create that effect of clouds lower in the sky passing larger ones.
Once we had all of the elements, we balanced the levels and converted our
colour images to grayscale. We added an adjustment layer to boost the contrast
which instantly helped reinforce that hitchcock style piece we were hoping to
achieve.
The
production with Bradley started actually quite late in the game. Bradley worked
well in producing a clean plate for me to use as a background in my 3d scene.
After creating the objects for the table I had made the decision of actually
recreating the whole scene. The combination of real footage and cg elements I
was struggling to marry in a convincing way. I therefore started to model and
texture all elements of the hotel room, paying close attention to the texture
of all things. The lighting was also an important aspect of the overall
ambience and although I was not in the room when filming was completed I
gathered that there was really only one light source in the way of the sun
shining through the window.
I set up an area light ensuring that the direction was
correct, it was casting physically accurate shadows and added a tinge of yellow
to create a certain warmth apparent whilst I studied the footage. After all of
my items were modelled and texture it was time to get on to the animation of
the whiskey bottle smash. I initially tried to complete the process within Maya
by using an nCloth material and designating the frame of impact, however I was
experiencing lots of issues and had remembered that a few years ago I had
played around with the physics engine within 3dsmax. I decided to export my
whiskey glass and built a scene in max for the glass to interact with.
The
way in which the shards of glass interact with other objects I felt was
important to sell it actually happening. After attaining the desired smash I
re-imported the baked animation into maya and lined the camera accordingly for
where I was initially told by Bradley to put it.
I manually animated a single shard of Glass to fly towards the camera and fill the screen as I thought this would be enough clarification of the sparkling transition required into the sequin dress of the next scene.
After showing Derek the scene it was apparent that we had slightly different ideas. It was also apparent that the angle of the camera is in an incorrect position. I returned home and set to work at putting these things right. My scene is completely textured and animated however the rendering process is taking too long for me to be able to produce a finished product. Had my initial scenes been approved I would have been able to render straight away and produce an animation.
I manually animated a single shard of Glass to fly towards the camera and fill the screen as I thought this would be enough clarification of the sparkling transition required into the sequin dress of the next scene.
After showing Derek the scene it was apparent that we had slightly different ideas. It was also apparent that the angle of the camera is in an incorrect position. I returned home and set to work at putting these things right. My scene is completely textured and animated however the rendering process is taking too long for me to be able to produce a finished product. Had my initial scenes been approved I would have been able to render straight away and produce an animation.
It
did not help that my refraction bounces within Maya had to increase due to the
amount of shards layering in front of one another. My whiskey bottle was
appearing black originally as there were not enough bounces, as soon as I
turned this up my render time went up from 10 minutes per frame to 2 hours.
Whilst I feel the time management part of the project
could have been managed better I did enjoy the live brief scenario in working
to the desires of another party.
No comments:
Post a Comment