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Published byWilliam Berry Modified over 9 years ago
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Garth the Gargoyle A ride through the uncanny valley.
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Goal Requirements for successful CG- implementation
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Goal Requirements for successful CG- implamentation Focus on animation and compositing
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Concept Challenging design – Hind legs – Wings – Tail
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Concept Challenging design – Hind legs – Wings – Tail Challenging scene and light – Daylight. Cannot hide mistakes. – Ice and snow. Sparkle effect, subsurface scattering and bounce light.
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Concept Early concepts
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Concept Added filmed clip to storyboard – Increased animation and compositing challenge
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Modeling Three models
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Modeling Three models – Base mesh. Even edge flow for optimal sculpting
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Modeling Three models – High poly. 9 million triangles. Used for baking displacement and normal maps.
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Modeling Three models – Low poly. Topology designed for animation and good displacement map subdivision.
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Rigging
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Intuitive – Less hands on animation
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Rigging Intuitive – Less hands on animation Muscle system – As part of an intuitive rigg.
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Rigging Intuitive – Less hands on animation Muscle system – As part off an intuitive rigg. – Free deformation animations
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Rigging Intuitive – Less hands on animation Muscle system – As part off an intuitive rigg. – Free deformation animations – Keeps volume on bending regions of mesh
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Rigging Intuitive – Less hands on animation Muscle system – As part off an intuitive rigg. – Free deformation animations – Keeps volume on bending regions of mesh – Muscle and wing jiggle
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Rigging
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Issues: – Muscle deformation on displacement map defined mesh. Have to render to see the true deformation on mesh.
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Rigging Issues: – Muscle deformation on displacement map defined mesh. Have to render to see the true deformation on mesh. – Tail rigg too intuitive Easy to use, hard to master.
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Animation Winged predator with tail – Different center of weight. Can lean forward more – Strong and agile motion scheme – Aggressive behaviour Like other predators, moves into position for attack
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Animation
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Issues with filmed material – Time the animation with other characters – Hectic flow of planned poses, – Loss of CG-characters weight and momentum.
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Animation Issues with filmed material – Time the animation with other characters – Hectic flow of planned poses, – Loss of CG-characters weight and momentum. Wings collides with itself. – Better skin weighting and added edges.
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Shaders
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Mental ray mia_material
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Shaders Mental ray mia_material – Final Gather and IBL lighting
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Shaders Mental ray mia_material – Final Gather and IBL lighting – Mib_flakes for frost glitter effect
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Shaders Mental ray mia_material – Final Gather and IBL lighting – Mib_flakes for frost glitter effect – SSS shader for snow/ice subsurface scattering
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Shaders Mental ray mia_material – Final Gather and IBL lighting – Mib_flakes for frost glitter effect – SSS shader for snow/ice subsurface scattering – Render passes
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Shaders Don’t overdo the mib_flakes.
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Render and Comp Render passes – 32-bit.EXR Material Color Direct lighting Indirect lighting Raw Shadow Specular Reflection Matte
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Render and Comp Nuke setup – 3D-projection scene – Backgrounds are still photos – Imported camera with baked animation – Grade and color correction – Light wrap – Motion blur – Film noise
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Render and Comp
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Conclusion Muscle system not necessary – A Pose Space Deformation solution had been equally effective The use of actors as animation reference vital – Should have used an extra actor for gargoyle movement reference Displacement maps are time consuming Nuke is a powerful tool. Prepare for it! Maya 2012 is another kind of ”tool”…
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Thanks to: My mentor, Mattias Bergbom – VFX consultant for DD Erik Öhman – awesome actor and post-master My awesome classmates! And to gscept for giving me this opportunity! jimbo.sahlin@gmail.comjimbo.sahlin@gmail.comgscept logga :P
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