Sunday, 28 November 2010
Here he is! in he naked form at the moment but that will change soon so please excuse the naked bum. But the brief did say he had to be bald, but it never said where. Hopefully you get what I mean by the bare bum now. I plan to have an iconic image of the Scottish old goat standing proud over his rock highlands with poo around his feet, then the kilt in the wind has blown up and shown that he is sticking to the old iconic of no underwear. I plan to draw some more poses but I wanted to get a little pose done So I got something to play with.
Well it was all good up to this point and I tried to bind and it warped the model beyond anything you have seen before and crashed. So I got really bored and switched over to transpose which is mask and move concept to put it simply.
Here are some final images of zbrush work. I still plan to work into the colour a little bit more but that can be done in photoshop etc. I am really happy with the results. Maybe need to add some more ginger and grey but Will see what happens when all his clothes are on and he is striking a pose.
This blog is more writing that image based as I had the lucky chance to work along side the Framestore commercials departments compositors and was with them as they were finish of their latest project. I have been taking notes all day and in this post will try put through all I have learnt about rendering and compositing!
First thing I was told about was the workflow and file setup for Nuke. At Framestore they use open.exr files that contain all the renderpasses etc in one file which when opening for composited you can get it all in one and break it down rather than importing individual layers and passes then making sure they all fit together etc.
I got good information on render layers and what they are used for:
Diffuse- Can be used for all lights in the scene but also can be broken down into different lights such as a key light (key light which would be you main source of light that would give all the reflections and shadows) and a fill light ( you use to fill in the unshaded areas which some light which is a technique used in live shooting, this is so you don't have one side of the face lit and the other dark so fill light would just even up things) in nuke you would use a Add node to blend them together.
Specular - which is a generally used render pass.
Reflection and Refraction
Indirect- Which was the main thing I learnt during the day that was this indirect lighting so its general sun light that just illuminates everything, such as outside where it can be lit without any rays of light. You can do this by using IBR which I have played with alot today but not allowed to show the frames I played with but below is a quick one I made just for this post to show the difference in quality.
The image at the bottom shows all the render layers That I have been listing and how they can bring an image to light and give it so much more and the awesome reflection I am getting is the Hdr image in the IBR, ok I have tweeked it at all so the image isnt well balance but I wanted to show the difference when render is well thought out and how much of a difference it can make!
Ambient Occlusion!- also known as the dirty layer
Will be talking to them again during the week so will be posting again with more notes from rest of today and the next time!
Saturday, 27 November 2010
Above is an image showing detailing on the hoofs of the character. I'm really pleased with the out come! I like the detail I got only using the tools I chose to use to keep my clap style. I have cheated a little by adding colours but I'm really pleased with the result. Needs alittle touching up but that shouldn't take to long.
Above are first images of adding some colour to my mesh. Its looking like a good start. Concentrated on the nose mostly and started block in some colours for the beard also. Along way to go but I am happy with the scratches, they give good impression of fur and detail.
As its meant to be a character made out of clay, so I am not trying to make a realistic detailed character! To make sure of this I am only going to use tools that I feel would be used to make a claymation character. The tools are:
Clay tubes Tool
Slice and Smooth tool
These will make sure I keep to the style I am wanting. I will try give the impression of fur and wrinkles to give the detail level I am wanting for this character.