Monday, 4 October 2010

Monday, 04 October 2010

I created the clock today. The large version and small. Rigged them so that the second hand controls the minute and hour. Tomorrow is the bike, then the soldering iron and mobile shelving, before finally the large leaves for the Elmy world. Then its on with the two environments.

Sunday, 3 October 2010

Monday, 04 October 2010 (little latter)

In the end did some sneaky compositing in Photoshop to get the image I was after for George and his sub. I thought it would be kind of funny that he still looked the same back then (and much easier to compose).







Monday, 04 October 2010

I decided to reedit the start of the Animatic, it was really bothering me how Audrey is the first things you really hear, and quiet sharp, therefore I added some snoring and her sighing before she speaks, just some subtle elements that hopefully make it less jarring. I am just rendering it of.
I also created the photo of Ian and Audrey from many years ago when in there prime together, which will be on Ian’s desk, pined to the back plate of the table

Here’s a render.



And am currently looking into how I will create the picture of George on the submarine. I am tempted to just use a stock photo of a submarine with a young man stood in front, other wise it would mean de-aging George! Which I really do not have the time for!!!

Sunday, 03 October 2010

Created the seating for the piece today. Decided to use a gloss map as well as the spec and normal (+ diffuse) to highlight the plastic areas and the metal underneath. Also decided not to use a reflection on the metal parts. Looking slightly rusty and dusty seems to suit better and the reflection would cost more at render times. Trying to budget a little while making it as good as I can. All the chairs are using the same maps, just cut out some areas for worn ripped parts, to be honest not to sure if the rip parts work, but I can always just use the one chair in the end. . Anyway here’s the renders.



Saturday, 2 October 2010

Saturday, 02 October 2010 (little latter)



Researched into z depth passes and ambient occlusion passes with opacity maps and it appears it cannot be done. There is a work around for the z depth which basically mimics z depth and works very well, yet the AO pass I don’t think I will be able to achieve. Its unfortunate but there seems no way round it. At least I can get the z depth working.

AO pass normally




AO pass with opacity (note the shadow artefacts around the hair)



Z depth final test




A decent tutorial on how to achieve the blur using materials rather than the standard z depth is here

http://www.onnovanbraam.com/index.php?tutorials/depth_of_field/

I could create a lighting solution like a clay render for the scene, but the time it would take per frame is really not worth trying to fake the ambient occlusion. But it is an option for latter.



Anyhow its on with the objects tomorrow, will be working on the seating.

Saturday, 02 October 2010

I created a generic table today for the line. I was unsure if to create 3 tables slightly different or run with just one with varying objects on them. In the end I decided to op for one, since really the differences would be negligible, some rust here few more scratches there. Yet tomorrow when creating the chairs will create 3 different types, with different types of wear and tear, in the model and on the texture.
Anyhow here’s the render



I also tested out a problem I noticed with creating a ao pass of the scene, which is the opacity of the hair will not be shown, just the polygons, therefore giving a incorrect shadow map. So I may have to opt for simple shadow mapped lights without a ao pass for the piece.

Friday, 1 October 2010

Saturday, 02 October 2010

I created some more containers for the shelving today. I was worried that with to many cloned objects the piece would look just false, so created some containers, 3 in total, that are the same except for scratch and wear and tear on each, and also the labels, which when changed produces 5 different containers. Quiet a quick model to create and texture. As a bit of fun each one is labelled with the initials of a member of my family, with the titles Sameolthing.inc on the lower label.




I then created the signs for the piece (except for the production door sign which just wouldn’t fit on the texture map)



I also set to work on the two background objects to the piece, the shelving. Finally the piece seems to be coming together with the shelving, a piece I textured relatively similar to the containers, by creating 3 different shelves for each, and duplicating them produced shelving that doesn’t look to cg. Added all the objects created for them and they look alright, with all the objects gelling well.





That’s the majority of the objects done, just . the tables, chair, clock, bike, mobile shelving, soldering iron, some pics for the table tops (Georges old submarine and a pic of Audrey and Ian together) and some leaves for the day and night scenes of the plant. Should be done with them by next Friday hopefully, and can spend the next two weeks working on the environments. Then animating!