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Garth the Gargoyle A ride through the uncanny valley.

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Presentation on theme: "Garth the Gargoyle A ride through the uncanny valley."— Presentation transcript:

1 Garth the Gargoyle A ride through the uncanny valley.

2 Goal Requirements for successful CG- implementation

3 Goal Requirements for successful CG- implamentation Focus on animation and compositing

4 Concept Challenging design – Hind legs – Wings – Tail

5 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.

6 Concept Early concepts

7 Concept Added filmed clip to storyboard – Increased animation and compositing challenge

8 Modeling Three models

9 Modeling Three models – Base mesh. Even edge flow for optimal sculpting

10 Modeling Three models – High poly. 9 million triangles. Used for baking displacement and normal maps.

11 Modeling Three models – Low poly. Topology designed for animation and good displacement map subdivision.

12 Rigging

13 Intuitive – Less hands on animation

14 Rigging Intuitive – Less hands on animation Muscle system – As part of an intuitive rigg.

15 Rigging Intuitive – Less hands on animation Muscle system – As part off an intuitive rigg. – Free deformation animations

16 Rigging Intuitive – Less hands on animation Muscle system – As part off an intuitive rigg. – Free deformation animations – Keeps volume on bending regions of mesh

17 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

18 Rigging

19 Issues: – Muscle deformation on displacement map defined mesh. Have to render to see the true deformation on mesh.

20 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.

21 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

22 Animation

23

24 Issues with filmed material – Time the animation with other characters – Hectic flow of planned poses, – Loss of CG-characters weight and momentum.

25 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.

26 Shaders

27 Mental ray mia_material

28 Shaders Mental ray mia_material – Final Gather and IBL lighting

29 Shaders Mental ray mia_material – Final Gather and IBL lighting – Mib_flakes for frost glitter effect

30 Shaders Mental ray mia_material – Final Gather and IBL lighting – Mib_flakes for frost glitter effect – SSS shader for snow/ice subsurface scattering

31 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

32 Shaders Don’t overdo the mib_flakes.

33 Render and Comp Render passes – 32-bit.EXR Material Color Direct lighting Indirect lighting Raw Shadow Specular Reflection Matte

34 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

35 Render and Comp

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39 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”…

40 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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