So this is the last post of work that I did last term (Term 2). This post is all about visual effects. Within the VFX stream, there are several essential areas of study. They are compositing, match moving, camera projection and green screen. I will only be showing you examples of the first three since I don't have any green screen work to show you (although I assume you already know what that is).
Compositing simply means combining all elements of a shot (footage, CG elements, simulations, etc.) into one image. Once everything is done a compositer would take the footage shot on the day and add in all CG elements and make sure they blend together. I never really had any compositing assignments because most of the things I did were in class and they are not super impressive. However, I have used these skills in my other assignments (below).
Match moving is the process of calculating the movement of a real camera used on set and using that data to recreate a digital camera that would move in the same way in digital space. This would allow you to recreate the scene in 3D and integrate your CG element with the correct scale, position, and rotation. This new 3D camera would move around the CG element as if it were shot with the original camera. Below are two small tests I did for my match moving classes. You might see a flash right when the video starts because at the front of the video there will be a frame showing the 3D object I tracked into the scene. You can ignore the flash.
This first one has some geo built in to mimic the ground plane (so I can add shadow from my CG objects) and other parts of the step. If this were a final shot, then these pieces of geometry would be removed (they are set up for shadows, casting reflection or receiving reflection).
In this next one I removed the geo that I created for shadows. You'll notice that my CG item becomes obstructed at one point. Geometry was put in to allow for this obstruction then taken out.
In both the last two cases I used my compositing skills to try to integrate the live action footage with the CG elements and trying to make them fit together. You be the judge of my success.
Finally we have camera projection. Camera projection is when you take one still image and project it onto geometry in 3D space so that you can do a camera move that will give the illusion of depth. The move is limited since at one point the illusion of this projection would break. This technique is used mostly for set extension purposes. Below is the image I started out with, and then after the video of it being camera projected.
Well I hope you enjoyed this VFX post. More are to come since this is what I am streaming into. Peace.
Monday, July 18, 2011
Monday, July 4, 2011
Environment
So the final project in Term 2 was to make 3 environments as a group. The environments were a graveyard, a house (exterior) and the inside of Beatrice's room. These were the concept art that we had s a basis for our project. (click to see full size image)
The graveyard and the house were both created by my friend Tyler who is a super talented artist. Whenever I have a question regarding design or art in general I go to him (he has a fine arts background). The third was made by another member in his group (also a pretty sweet image).
Below is my group's final video presentation of these three environments. You will notice that our trees and bushes are very stylized as we tried to keep with the designs given to us. Whether they work or not is up to you.
So what did I do in this project? Our group of 8 was divided into 3 sub groups - one for each environment. I worked on the graveyard scene. My job was to model the hero gravestone (the main cross gravestone - called "hero" because it is the main focus of the shot). I also built the proxy geometry for all the gravestones (there are only 5 shapes that were randomized in the scene and altered slightly). I completely finished (finalized model, shaded, textured) one of those 5 while the other 4 were finished by someone else. I also did the layout of the graveyard (put the other props in the scene), made the bushes, built the fence and gate, did the brick pathway, put in the grass, and lit the scene (I did a lot on this scene). I also did the camera moves in the first two scenes (the graveyard and the house). In the other two environments I didn't do that much. I did the bushes in the House Exterior portion and helped a bit in troubleshooting the other two scenes.
So here is a link to close up stills of some of the stuff I modeled (Click here)
Hope you guys like it. Peace.
The graveyard and the house were both created by my friend Tyler who is a super talented artist. Whenever I have a question regarding design or art in general I go to him (he has a fine arts background). The third was made by another member in his group (also a pretty sweet image).
Below is my group's final video presentation of these three environments. You will notice that our trees and bushes are very stylized as we tried to keep with the designs given to us. Whether they work or not is up to you.
So what did I do in this project? Our group of 8 was divided into 3 sub groups - one for each environment. I worked on the graveyard scene. My job was to model the hero gravestone (the main cross gravestone - called "hero" because it is the main focus of the shot). I also built the proxy geometry for all the gravestones (there are only 5 shapes that were randomized in the scene and altered slightly). I completely finished (finalized model, shaded, textured) one of those 5 while the other 4 were finished by someone else. I also did the layout of the graveyard (put the other props in the scene), made the bushes, built the fence and gate, did the brick pathway, put in the grass, and lit the scene (I did a lot on this scene). I also did the camera moves in the first two scenes (the graveyard and the house). In the other two environments I didn't do that much. I did the bushes in the House Exterior portion and helped a bit in troubleshooting the other two scenes.
So here is a link to close up stills of some of the stuff I modeled (Click here)
Hope you guys like it. Peace.
Friday, July 1, 2011
Beatrice
So if you recall, in Term 1 my class was split up into groups to design 2 characters (Beatrice and Biggles) and her environment (her house, the graveyard near her house, and her room). Last term (term 2) one of the groups' designs were chosen (due to simplicity of the character's dress), and we were given the task to model her and the environments designed by that group.
So without further adieu, below is the style guide given to us for the character (Beatrice) and my 3D rendition of that character. (click for full size)
You can tell that there are a few differences in terms of poses. In the concept art she is smiling and has her arms behind her back. In my 3D model she is not smiling (in a more neutral facial position) and has her arms to her side. The reason being is that this makes it easier for rigging (putting the underlying skeleton in the geo). Also, I took small liberties with the textures of her dress, but overall I tried to make the model as close to the concept art as possible, which was the point of the exercise - in industry modelers are given concept art and must follow it. There are a few things that didn't translate from 2D to 3D so well (such as the shape of her face) so I tried to change it so that it would work. My 3D model has more of a distinct nose than the drawing. If I had a bit more time I would've liked to give her a better nose, but I feel I did a pretty good job regardless.
Lastly here is a video turnaround of Beatrice for your enjoyment. (click on video to watch larger version on youtube)
Well I hope you enjoyed this. Peace.
EDIT: I noticed that youtube compressed the hell out of my video so the image quality kind of sucks. Here is the link to an album of higher res images if you are interested: http://donel.imgur.com/beatrice#6AI0X
So without further adieu, below is the style guide given to us for the character (Beatrice) and my 3D rendition of that character. (click for full size)
You can tell that there are a few differences in terms of poses. In the concept art she is smiling and has her arms behind her back. In my 3D model she is not smiling (in a more neutral facial position) and has her arms to her side. The reason being is that this makes it easier for rigging (putting the underlying skeleton in the geo). Also, I took small liberties with the textures of her dress, but overall I tried to make the model as close to the concept art as possible, which was the point of the exercise - in industry modelers are given concept art and must follow it. There are a few things that didn't translate from 2D to 3D so well (such as the shape of her face) so I tried to change it so that it would work. My 3D model has more of a distinct nose than the drawing. If I had a bit more time I would've liked to give her a better nose, but I feel I did a pretty good job regardless.
Lastly here is a video turnaround of Beatrice for your enjoyment. (click on video to watch larger version on youtube)
Well I hope you enjoyed this. Peace.
EDIT: I noticed that youtube compressed the hell out of my video so the image quality kind of sucks. Here is the link to an album of higher res images if you are interested: http://donel.imgur.com/beatrice#6AI0X
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