Thursday, May 30, 2013

Shaders and Textures Final (TECH 311), part 1

Another sleepless night, but that is expected during Finals week at SCAD.

Today, I have for you all my final from my Shaders and Textures class.  In short, this is a class that teaches how to make objects looks really cool with textures and a realistic reaction to light.  So you'd think the final project in this class would involve making some photo-real objects, but it isn't.  In fact, it is quite the opposite.

Our final was to use a non-traditional shading technique to make something that looks 2D in a 3D world.  We aren't talking toon-shaders, but something more advanced.  Our in class assignment was to make it look like a drawing, and still have a reaction to light.  As you can see here, the sketchy pencil marks really help make this scene look drawn, but it is in fact 3D.

So for my project, I decided to do a painting.  Specifically, I wanted to make an homage to one of my favorite artists, Vincent van Gogh, and his most famous painting, Starry Night.  In order to make this project, I got the assistance of my beautiful wife to help me literally paint with Acrylics (because I don't have nor know how to use oil paints) onto Bristol board and scanned into a computer.  I then manipulated the scans, adjusting colors and tiling the images and such.  From there, I input them into Maya, did a lot of adjustments, and placed them inside various procedural textures which add a lot to the render to make it look like more than just a bunch of flat strokes.  The scene I chose to do is, in fact, a direct homage to Starry Night, which is not as well-put-together as I would like, but I will play with that later.

I am also working on animating this scene with a camera pan through the painting.  I tried this already, but I forgot to bake in some of the textures, which messed up the sequence.  Once I fix this as well, I should have a pretty cool short flying out of a painting.

So for now, enjoy my rendition of a 3D Starry Night.


And now... SLEEP!

Wednesday, May 29, 2013

Composition Final (TECH 420), version 1

Hey everyone!

I have 2 finals down, and (and a half) to go.  Why a half?  I have to take one of my projects and do a simple breakdown, but that's for another post.  For now, I have finished my final for my Compositing for Technical Directors class, which has been teaching Nuke, as I mentioned before.  Our final project was to take an existing live-action plate, which is essentially just a video taken of an environment (in this case) with the intent of adding a CG element to it later.  The CG element we could add was our choice, and I decided I wanted to do something a little different.

In the end, I am not satisfied with the level of detail the model is.  While I did a LOT of work to make it look better, including displacement, specular highlight, specular color, and more, which I did in Mudbox, Maya didn't properly import anything, and I had to fight with it to make it look halfway descent.  However, as a result, I spent to much time trying to fix bugs and errors that I had to stop fixing minor problems and get to the point of the project, which was to integrate the object into the scene.

A LOT of work went into this, but too late I ran into a bigger bug that I've seen before and couldn't figure out.  I'm not even sure how to describe it to get help, and I didn't have any time left to try to repair it or even remove it.  If you look at the object in my scene, it has a sort of polygonal look to it, but I assure you this is a smooth model with no polygonal edges on it.  The problem is the displacement I used fell apart.  I've seen this before, where my displacement lost all definition and became a mass of polygons on the surface that no longer even tried to retain it's original shape, but it only shows up on high resolution renders, so none of my smaller test renders caught it.  So I am NOT giving up on addressing this challenge.  I WILL fix this, and then I will post it.

So for now, enjoy my little scene, and again, if you have any feedback on how I can integrate the CG elements into my scene better (and please refrain from mentioning the texture, polygons/displacement on the object, or the clipping yet because I am already addressing those), I would appreciate it.  Ta ta for now...

Monday, May 27, 2013

Photography Final

So today, I delivered a presentation for my Photography final.  In short, my assignment was to research an existing Photographer, and as I mentioned n a previous post, I decided to research Michael Eastman.  Specifically, I decided to try to capture the feel of 2 of his projects, Urban Luminosity and Vanishing America.  My project is called City and Country, and is meant to show a contrast between images of the city life and country environment.

For the City side of my project, I took pictures around Atlanta, including the beautiful Hyatt Regency hotel, and outside The Loft.  In all, I took about 160 images of this set, but for the final project, I had to choose 5.  I already posted several favorites that didn't make it into the final project, and I may add some more later.  These images were all designed to focus on the transmission and reflection of light, with a low ISO for high quality, and long exposures to catch as much detail as I could.

For the Country half, I went to Pendelton, South Carolina,  where I visited the historic areas and went off the beaten path to a few other areas, including an old train yard that was falling apart and covered in rust.  It was my favorite place to take pictures, but I started to run out of time as the sun was setting and the last few images got too rushed.  In the end, I took over 200 images from Pendelton, and chose 5 for my final, although I will post more later that really loved but didn't make it into the project.  These images mainly focused on the textures and wear/aging of the objects and locations.

I did do Photoshop editing to these images as well, to try to match the aesthetic Eastman uses, or something similar at least.  For his Urban Luminosity, he would saturate colors, clean up the dirt/debris (but not completely), and present a clean and vibrant image with patterns and colors boarding on the edge of abstract.  I cleaned up the majority of my City shots where I removed distracting dirt/debris, while enhancing colors.  For Eastman's Vanishing America images, he would often darken and enhance the sky, desaturating it while increasing the contrast and details.  Other than working with the sky, I would apply a slight desaturation (using an adjusted "Black and White" adjustment layer at low opacity) and bringing details back into the highlights of the image.  There is a huge advantage to working in 16bit with camera raw, which allows for HDR images and really pulling in the details lost in shadows and highlights.  While none of these are actually HDR in my final, I did bracket my images which will allow me to get HDR out of them, and I did work with HDR on a few that didn't get into the final.  I will be presenting more of these later.

Enjoy!











Saturday, May 25, 2013

Soul Front

Hello again everyone!

I just wanted to tell you all about a project I've been helping out with for the ITGM (Game Design) guys.  Some of them approached the production club, looking for help with animation.  That's one of the nice things about SCAD is that you always meet students from other disciplines, related or unrelated to yours, and can collaborate to make a better project than what you started with.  For example, photography students will often meet with fashion majors to take pictures of the models wearing the fashions, to not only fulfill requirements they both need, but spread publicity for each other as well.  Well the same is true, maybe even more so, between Animation majors, Visual Effects majors, and Game Design majors.  While the game design guys aren't all in this building as often as animation and Visual Effects are, they do have their own little gaming lab where they test out games, and they have several classes in this building, so they are often around.

So the long and short of it is that a group of game design majors came looking for animators because they knew their animations weren't that great, and didn't have that time to finish the animation with them more important programming and testing they had to do.  That's where I stepped in.  With help from 2 other animators (Raymond and Andrew), we were able to put together new animations for all their characters.  With 4 characters, 7 animations each, plus tweaking and additional animations, we had a lot to do.  We haven't quite finished yet, but the animations are almost done.  Right now all the blocked in motion is there, and some tweaks are needed, but so far we have what we need for them to continue.

The game is called Soul Front, and it is a real-time strategy game where you control 3 characters (out of a choice of 4 archetypes) that you match up against another player (or a computer) with the same set up options as you have.  No out-leveling opponents here.  This is actually designed to be a mobile platform game, to work on the iPad and I believe Android.  Specifically, I coordinated the animations, working with Raymond and Andrew to decide what each character should do.  I then animated throw animations for each character, stunned/dazed animations for all of them, the attack and victory for one of them, and will probably be doing tweaks on many of the animations already finished in the future.  I will give more details about my role in this when the game is closer to a release.

While it is still in the works and might not be available for download yet, you can see their blog at SoulFrontGame.com.  Please check it out and make sure to check their Facebook and Twitter pages too for more updates.  I will also update here when the game is available for download.

Sera

Well I'm smack dab in the middle of finals, which is why I haven't updated in the last week.
However, I do have a lot of new stuff to show, and more coming soon.
So for now, since I am so busy, allow me to show a project I have been working on in a program called Mudbox.  This is like ZBrush, but easier to use.  This is not an in-depth look at either program, but it did help give an idea of how to do such a technique and where to go from here.
I decided to model a triceratops.  The original base model is one found in the Mudbox community, what I did was literally paint the 3D texture, color, specularity, and everything else, onto the model.  It is a technique called Texture Painting, and uses something called Displacement Maps, which I combined with Bump maps to create my image.
While I did bring this into Maya to render using Renderman, it wasn't as successful a transfer as I would have liked, so I am showing the mudbox file for now until i can get the renderman render to work properly.
I plan to go back and "dirty" it up a bit, and make more adjustments.
Enjoy!

And yes, this is based on the Triceratops in Jurassic Park.

And yes, I did name it "Sera" after the Triceratops in Land Before Time.


Friday, May 17, 2013

Finals already?

Hi all,

My lack of recent posts isn't a sign that I'm giving up, but it is a sign that finals are (already) here.  I have some good stuff to show, plus I'm working on taking more pictures this weekend and some more digital art.  This quarter has seemed to go by so fast, but I guess that's normal.
So for now, I am waiting to go into a museum for a class trip to look at renaissance art (yay!) and I'll post more this weekend.

Stay tuned!

Monday, May 13, 2013

Photo Preview

Today I have for you a preview of my final project in my photography class.

The final project in this class is to take a photographer (or other artist), and either try to mimic their style and work, or improve on it.  Since I would rather learn from others, and not show them up, I chose to mimic a photographer.  After much searching, my wife and I found Michael Eastman.  Michael Eastman began taking pictures in 1972, and his work is really impressive!  He has done a series of different subjects, from Americana to horses to abstract to Cuba.  His images have a certain aesthetic appeal I really like, and I find that his study of reflective, refractive, transmitting of light in a city at night is intriguing, bordering on abstract, but with a certain sense of place.  You look at things you see everyday in a new way, or at things people never notice at all that's right in front of them.

Usually his images are of textures and play of light.  I have to wonder how he gets into all these places, but I really enjoy his work.  I spent the better part of a weekend (with some planning beforehand) taking pictures around Atlanta.  Here is a preview of some of these images.

I will also be using a similar aesthetic to follow is Vanishing America series, contrasting the big city with rural country.

In the end, I have to pick a grand total of 10, so that's around 5 for each study.  But what I really care about in this is keeping consistant with te aesthetic and building some good photography samples for my demo reel.

Enjoy!