Thursday, June 20, 2013

Hand in Project II



Yep, so that is pretty much of it, hope you enjoy my final project 2B. 
Also in here I want to thanks my tutors (Byron, Steven) and Szilard for their kindness help during the whole course which helps a lot to achieve my goal and solve my problem

A3 Poster




Three images I find really interesting for being my poster, but i have a question for render the final animation. I use PR software to edit the animation and add sound and effect to it, but why export just one TIFF looks little bit different with the animation export from the Quicktime. Might be the reason because of the H.264? [For website upload?] Tonight wind is so strong, just getting know that the storm is coming to whole country hopefully my house power does not get off...



Reference Sounds

Reference sound:

Scene 1

earth-erruption for the after explosion:http://www.freesound.org/people/sculptor/sounds/16934/
pass through sound: http://www.freesound.org/people/Timbre/sounds/82264/
water splash: http://freesound.org/people/m_O_m/sounds/103314/
http://www.freesound.org/people/soundscalpel.com/sounds/110393/
ocean sound:http://www.freesound.org/people/BritoSounds/sounds/105218/
Fire ball:http://www.freesound.org/people/D%20W/sounds/136696/
Dramatic string:  http://www.freesound.org/people/x86cam/sounds/177769/
Spinning claws : http://www.freesound.org/people/Robinhood76/sounds/186604/

Scene 2

claws touch:http://freesound.org/people/audione/sounds/52458/
submarine: http://www.freesound.org/people/theredshore/sounds/83979/submarine
bubbles: http://www.freesound.org/people/Robinhood76/sounds/96742/
romantic time: http://freesound.org/people/HerbertBoland/sounds/128547/

Scene 3

Background music http://www.freesound.org/people/Erokia/sounds/182695/

Scene 4

tension music: http://freesound.org/people/Setuniman/sounds/175079/
alarm sound: http://www.freesound.org/people/escortmarius/sounds/171925/

Scene 5
Drill 1:http://www.freesound.org/people/aharri6/sounds/71079/
Drill 2:http://www.freesound.org/people/aharri6/sounds/71087/
Underwater bomb: http://www.freesound.org/people/ZeSoundResearchInc./sounds/147876/
Underwater:http://www.freesound.org/people/thatjeffcarter/sounds/165436/

Scene 6:

Final:http://freesound.org/people/Setuniman/sounds/167099/
Rock fall into sand: http://www.freesound.org/people/SoundCollectah/sounds/158466/ 



Process during the PR editing

Tuesday, June 18, 2013

Playblast


It is just a playblast for the MDDN241 Project IIB

I already finish my render stuff from right now, and seems we got time, need to patient to find the sound and edit/effect for the final animation.And i have the depth map layer for rendering, and it seems really good, but did not have AO that is quite sad.... Start to focus other parts as well like poster...

Friday, May 24, 2013

Process for the Project 2B

15th May

Today we have animation tutorial.

Then I have look around the submarine propeller style rotation... 

Here is one forum discussion

http://simplymaya.com/forum/showthread.php?t=27211

Here is one expression code could be help me.

http://www.3dbuzz.com/forum/threads/136119-Continuous-Rotation

UV mapping tutorial 

http://www.digitaltutors.com/tutorial/3536-UV-Mapping-Workflows-in-Maya


The website teach how to apply hdri image.

http://www.3dtutorialzone.com/tutorial?id=70


Here is just some note I take, try to remeber what we have done on today tutorial
May 24th


After apply the HDRI image the ocean horizon view

The underwater volume cubefog seems too dark, might change the cubefog color later on, apply the oceanshade on the spotlight color, and make it time by using ocean1time= time; so it keep pace with the time and the light condition will change a little bit, but it suppose to be have some caustic pattern on the sea button from my tutorial
Create the auto swimming fish rigging by using Expression
Try to find that out and create the style of fish swimming, to have more dynamics movement.


Back to the character, my little spring seems during you change its position, it will swing to the other side, and then the whole polygon turns to other face, so you could not see the texture on the model itself... Steven on the lastest tutorial teach me a techinique about the face/world axis? nearly forgot but though change it help my spring not change to other postion but once you click the control circle, it still will get the same result, need to ask him asap. and also try to have a look the tutorial last time I have look. Make it in to the end to see what will happen.

Seems we did not got much more time on all the stuff, I should focus the character at first, and try to start the animation part as quick as possible. 

-Some thought make it clear at first...

Q1.finish the rigging and start with the animation [fix out the normal black problem] 

A: seems it is quite hard to change the nurbs or polygon, what i will do later is using two-side shading texture to make it works.
If the mib two-side shading does work, probably the character rigging part is finish!

Yes, it is working! =_= but acutally not, that made me spent some times on it still no effort.

Q2.Try to test with the contour outline on the character make it more realistic
Q3.add more stuffs into the scene. 

Ex.
- Improve the terrain if really need to have the good terrain
- Creating water bubble under the water bottom tutorial  
- Create the water bubble texture
- Create the foam 

Q4.Fix out the light that what i want, as Steven suggest the 'Torchbeam' style light.

A: It seems the ocean shader make the caustic pattern on the water surface/ or some reasons did not find out, but just break the sea surface link with the spotlight(for the ocean surface), then it works fine. But still need to get rid off the water bottom casutic as my scene is going to the deep// and might be need to change the ocean shader reflectivity

I follow one tutorial called 'Gnomon workshop: underwater scene' But there is one light ray part missing... Here is the link for the help... However, it seems only work at Maya software, not the Mental Ray...

Before
After

Different Ocean shader transparency result




Script update, after what the last project 2a presentation, I start to rethink anything need to change for the storyboard. Like Szilard comments 'Consider how import it is peruse the idea of the character chasing a female character'. I will not use that idea any longer, so it might be two character already knew each other/ or like 'To navigate the hazards you detailed in your storyboard in an almost pitch black environment' 

- instead of the drilling, replace with it by using the 'bomb'?  How it explode check here.


May 26th 

Tutorial about ambient occulsion might be useful for the next week

Follow this vedio to create the underwater bubble...


Testing the smoke for the opening scene, the render result looks quite different with what i expect, apply the self shadow but did not see any of them...
Looks better than before
May 29th 

Today when I  have recheck the material apply on the spring, it seems still does not working, so I asked Byron and Steven help together, still do not get the correct one. We find it probably somehting error inside my maya setting. After it could not work on the twoside mental ray material, I was thinking only way is just apply some texture on the defalut lambert material
Some notes for today's class. [ character/create clip and Multi pass render ] 
I thought that video cover all the knowledge about the multi pass render, if i have got much more time after i fix out all the problem and finish the animation/scene adding/lighting, etc. I will try to have look them.
It is time to jump into the animation part... otherwise...
Test with the underwater scene, it seems the light too bright, and fog seems gone...

June 1st

Apply the particles (bubble) on the character
When I start trying to do the animation, I found my spring part move out the master control... T_T but anyway fix out in the end. could do the animation soon...

Seems there are some black points inside the bubbles, figure out it is the physical sun and sky problem... never mind...
Start make the rough scene for the animation, hopefully can make almost of them just several days.



June 3rd
Link constraint for carry the object (will be use for my animation)


Several test render during these two days doing animation. Hopefully can finish all the animation section today. Quick finish the animation could be get the render images soon. Then can focus on dynamics, texture and lighting, or compositing in the After Effect. 

June 14th 

spent few days focus on the the way i want to produce for the render setting and other stuff.
this is my the link teach you how to using the depth of field with easily setting up.

http://www.youtube.com/watch?v=RFMBkqEzUsg 

http://lesterbanks.com/2011/04/creating-a-depth-of-field-pass-in-maya-for-post-after-effects/

This seems really quick for render... 
so i probably will render all of them during the friday...

Sunday, May 12, 2013

Weekend update

Some images for the referencing though... Trying to give that kind of volume light in maya but did not work out... still process
The result for the underwater scene so far, seems it is not that easy to create a low polygon terrain( I had asked one of our classmate, he suggest me by just using soft select the polygon plane vertices drag and drop to create that kind of style, here is just a another tutorial i find on how to make the terrain by using ocean shader )


aplah offset for the cliff or the rock plain =.= hopefully it will not takes lot of time to render
water scene seems really good, but i don know is it the right or not the right way to produce the terrain and scene in my animation.


Let us start with our project 2b, so i plan to start my scene for the underwater cliff. Still did not know how to make the environment acurrately, but here is my plan

-create the cliff
-create the underwater light Underwater_volume_light
-create the ocean surface
-create the drilling  2 Links CGTalk PDF


if have time left maybe rework some parts for the project 2a model, and texture...
After the presentation, what I thought is might be change some script in the story, not whole of them, but just them seems not so fast pace in a 90s seconds, and if I want to do the stuff I have made from my storyboard, it seems quite challenge
Lots of works need to be finish but only limit time for us, to be continue

Thursday, May 9, 2013

Rigging

The tail for my character, still did not know how to make it correctly, because it is not just a polygon or nurbs modeling technique problem, it is by need to consider the movement at first, so that why i still find some tutorial to help with it. Hopefully i could fix that out tonight.


What I trying to do with this tail is it could become longer and shorter, will testing Spline IK handle tool to get what kind of result.
It looks really weird when I apply the spline IK handle on it. I think my problem is it looks like the tail for the character but it somehow also the spring, it could have some blend style on it. So it could have different degrees movement.

One chinese video channel tutorial teachs me the idea about that spring.

Seems the cluster idea is much better and easier looking than the Spline IK handle tool

Hopefully it give some ideas about that


Friday update, after talk with Steven, he suggest me try to using spline IK tool for my model, sounds what i want, and i start to have a look on lynda.com to get a brief idea about that style of rigging idea.After search the google, I have one link about the spline IK, hope that will help me...

Expert rigging in Maya

Autodesk help

Spline IK Setup in Maya 

 

Tuesday, April 30, 2013

Project 2a hand in

Materiality: Tanker airplane
Motion: Excavator
Meaning: EOD BOT (explosive ordinance disposal robot)

Design character: underwater machine guard, it is organized by steel plate, surface reflects
its strong and brave, and it is like a round lamp type is reflected the machine sight is broad,
and arc reduce resistance in the water, during float process, make it easy for people link with
free style like a bubble, two lamps-looking 'eyes', is connected to main body important
components, like two wings of the plane engine, imagine it can be illuminated farther.

Multifunctional properties at the back of the character, the hose could move easily, not
restricted by environment position design, accurately reach the designated position, claws
have been installed on the tail, to complete action under water, it could rotation like
propeller (but it is drilling motion from the excavator, control the direction, also can make it
change work, such as cutting, scratching, and so on all can certainly believe it can be easily
complete, three claws opening also shows the strong, fierce personality, the story is mainly
around an exploration of the oceans, but might be also protect the ocean story. The meaning
from the explosive ordinance disposal robot, it means to protect the environment or the
place character live.

 Orthographic:


Storyboard:





Environment
 Motions
normal swimming, rotating, and tail up with three claws rotating for cutting.


Project 2a process

Some basic modeling tutorial for maya and render for vray, sadly did not find vray for mac 2013 Here!!!
  Still not sure is the right way or wrong to make my model, because just before i never use rigging, so worry about my character could move or not after i finish all model.

several tutorial URL to help me modeling the 'hose' looking part of the character: 

Youtube tutorial Here

To modeling the spiral modeling Here

Modeling forum Here



Modeling process









some process render images during modeling, still need to change something, more process will be present later.

give more realistic detail on it

Testing with the bulb kind of materiality on the character

Just roughly render for the model... need more develop to the ending material...


Here are some another useful videos or website for Maya:

Get to know some basic ideas about what is mia_material for the MentalRay(did not find the vray setting for mac, that is quite sad.)

http://wiki.bk.tudelft.nl/toi-pedia/MIA_Material_-_Basics

While consider the UV is probably the best idea to give more normal texture on the model(i might be consider that after hand in, depending on the time, because since I did not know how long is it take for my 15s render result) tutorial about UV texturing map basic:

http://☂.net/umbrella/2010/08/the-basics-of-uv-mapping-in-maya-2011/

Still working on the image and material render testing


This link is use for self illuminate might be useful for the model.

HDR image from the website: http://cg.tutsplus.com/freebies/textures/freebie-8-awesome-ocean-hdris/





some texture apply in my model:
http://cgtextures.com/texview.php?id=5043&PHPSESSID=uqdtd1gpgh4n1kg1u5evf3hrv2

http://cgtextures.com/texview.php?id=6827&PHPSESSID=uqdtd1gpgh4n1kg1u5evf3hrv2