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MS2 Progress Report Olle Rydberg Tomas Tjernberg
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Inspiration
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Final result - 35 second long film - Realistic cg creature - Matched on live action footage
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Production Maya - > Zbrush - > Topogun - > Zbrush - > Maya Modeling
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Production Basemesh in Maya - Made for sculpting basic forms and proportions wíthin Zbrush - Not suitable for animation - Lowpoly - Clean topology - Quads Modeling
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Production Proportion sculpting in Zbrush - Basic forms - Relationships between bodyparts - Deciding final proportions - References Modeling
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Production Resurfacing/Retopologization - Control and freedom - Planned topology / Follow muscle flow - Midres mesh - Reproject old details in Zbrush - Detail (yet to come) - Blendshapes in Zbrush Modeling
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Research Texturing / Shading Baking madness - Multiple uv regions (speed, memory, control) - Displacement (Tons of settings, script for maya) - Normal (Easy from Zmapper, Xnormal, Uv seams) - Color (Polypaint, Photoshop, Bodypaint?) - Additional maps (Cavity, SSS, Spec) Shading - mia_material (Good reflections, Facing ratio) - misss_fast_skin_maya (great SSS)
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Research Scene setup and Compositing - Mental Ray - Image based lighting, sun (fill lights were needed) + Final Gather - EXR format (32 bit, more control in post) - Render in passes ( Diffuse, Color, SSS, Shadow, Indirect, Reflection, Specular, Normal, Facing ratio) - Dof and motion blur in post Shaders by: Pavel Pranevsky
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Production Rigging / Animation - IK and FK - Muscle system - Pose to pose mainly - Walkcycle – Learn how he moves
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Production -Boujou tracking reference -Modeled in maya -Representation of filmed environment Proxy scene
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Production -Test timing and pose -Visualization of final movie Previz
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Conclusion - Have we reached our goals so far? - Changes - Problems - Questions?
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