Wednesday, November 23, 2011
Wednesday, November 16, 2011
Monday, November 7, 2011
Wednesday, November 2, 2011
Wednesday, October 26, 2011
Friday, October 21, 2011
Monday, October 10, 2011
Friday, October 7, 2011
Schedule
Sep 26
Stitch face and body
Oct 3
Get acquainted with SLIM, test shaders
Oct 10
Try more shaders, eg flower shader
Oct 17
Work on shaders , ice, snow, enivironments
Oct 24
Complete all necessary models with details and UV mapping
October 31st
Incorporate painted textures, procedural shaders on UV unwrapped model
Nov 7
Incorporate painted textures, procedural shaders on UV unwrapped model - Refine
Nov 14
Environment, lights
Nov 21
Cameras
Nov 28
Final
Stitch face and body
Oct 3
Get acquainted with SLIM, test shaders
Oct 10
Try more shaders, eg flower shader
Oct 17
Work on shaders , ice, snow, enivironments
Oct 24
Complete all necessary models with details and UV mapping
October 31st
Incorporate painted textures, procedural shaders on UV unwrapped model
Nov 7
Incorporate painted textures, procedural shaders on UV unwrapped model - Refine
Nov 14
Environment, lights
Nov 21
Cameras
Nov 28
Final
Monday, September 26, 2011
Monday, September 19, 2011
19 Sep
Tree with defined face or not?
Read some tutorials on building a snow shader:
Tutorail1
http://www.cgarena.com/freestuff/tutorials/maya/snow/snow.html
In the above tutorial the original polygon model is duplicated and water particle system is applied to model to emit snow like particles. The particles are then converted into polygons and particle system is deleted. Author uses mental ray render engine, and uses ray traced shadows. He uses indeirect light and final gathering. The author also states that this technique would probably work just as well
with the use of ambient occlusion /bent normals instead of final gather
in situations where complex light and movement causes final gather to
flicker or misbehave.
Tutorial2
http://www.creativecrash.com/tutorials/realistic-snow
Here the author creates snow by
Creating a Blinn material, with deep blue ambient color to simulate the slightly bluish color of snow in sunlight and a slight bump using turbulence. He then creates a 2d fractal texture to simulate flittering ice crystals; the time phase of which is linked to the camera. He remaps th fractal texture with a ramp to get stronger highlights. The output of this texture is placed in the specular rollout of the blinn shader. The snow glitter changes with camera movement.
Tutorial 3
Half n hour of how the author created an entire snow scene
4.
This site lists the parametres one could use for creating ice and snow.
http://www.evermotion.org/tutorials/show/7921/natural-shaders-one-zero-for-3ds-max-by-rebelthink-
5. http://jeffpatton.cgsociety.org/blog/archive/2007/2/
Monday, September 12, 2011
Present standing
Treelady project
The tree lady is not yet UV mapped. Until now I have experimented on the model with only procedural shaders. The model has many errors such as triangular faces, extra vertices etc which may need to be corrected. If UV mapping is necessary it may be very difficult to UV map the bifurcating, twisting and overlapping branches of the model.
These are previous attempts for the ice project; there is lot more I desire for the final look.
Aims:
This was a raytracing assignment; It took me 14 hours to render one frame. Perhaps my quality settings were too high, or number of reflections/retractions/photons were too high.
I want to drastically reduce the rendering time, as well as get much better results than I have now.
I want to achieve more crispness and conrast... the diamonds should be brilliant, the background and environment should work to showing the tree lady more beautifully.
I want haze and fog in the background. It would be a night environment, so the colors would be deep blue hues and blacks, with tiny speckles of light as stars. I want to use icicles as a major contributing element to the background.
I found some very detailed models of snowflakes online, http://archive3d.net/?tag=Snow-flake
Here are the renders of how they look. They are presently in 3ds format, with lots of faces. If they don't import well in maya I may have to model some. I really like what I have found; these would work wonderful as earrings/ accessories.
Texture references.
Snowflakes Image below is from http://www.its.caltech.edu/~atomic/snowcrystals/
Reference for diamonds
For the tree lady in forest setting; I have two roughly painted concept drawings.
One look target is extremely natural
One is extremely surreal.
For my project I want naturally shaded elements like the first image, lit so that it looks surreal like the second image. This project may require lot of modeling of creepers, flowers and leaves.
For the third face project; I have made an attempt before.
In the reel critique by Pixar I was asked on trying to achieve a very realistic look and by using references. I would like to do that.
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