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MAYA

WEEK 3 & 4: Modelling (Hot Air Balloon)

In the Third week we leveled up in modelling and started to explore more in detail and precise ways through which we can get the maximum result of our modelling skills.

We learned tools such as Revolve, Creases as well as EP Curve tool to build the model of the balloon.

Along with this we learned the extrude tool, duplicate special and the Mesh tool know as ‘Bend’ in detail which helped us in making defined ropes and the pipes.

Additionally, we learned more about UVs in texturing, how to manipulate it, also how we can get proper Mapping for better results.

FINAL RENDER

Arnold Rendering was the final step to complete the project of Hot Air Balloon, which later on will be carried in the Compositing Development (NUKE).

Bump Mapped Cylinders as well as ropes

‘BUMP MAPPING’ in HYPERSHADE and its traditional way by manipulating the nodes to get more of a 3D look (scratches) on the texture without doing any changes to the model itself.

Burner and Discs (lattice transformed)
Copied Burner
Stand for Burners to sit
Addition Of ropes and its knots holds
Basket to Stand
Wireframed final model
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MAYA

WEEK 8: MAYA (EXPRESSIONS)

The main Goal of the week was to add expression to the character. Though it is kind off a hard step as it has much more details that are to be taken care of. The brush tool being sensitive, I had a difficult time while adding the expressions.

Process:

In this week we started by refining the model. Firstly we added more edges and smoothed the topology of the character which helps in getting clear and even expression details to the model. By adding the bend shape node, we targeted the eyes and did an animation where we can open and close of the character.

Later on we added the expression of Frown to the character. By this we could manipulate the expression of the character resulting it to frown. The blend shape node along with the brush tools really helped us to understand how we can animate the expression of the character.

Closed Eyes

Categories
Compositing

Week 7 : Nuke (Tracking and Stabilizing)

The goal of this week were as follows:

  1. stabilizing
  2. Match Move
  3. Rotoscopy
  4. Adding the track to the phone layout

Process:

In this week’s assignment the main concern was how to Stabilize a video which has a noisy movement, then working on the video (doing the respective changes) and adding back the movement prior stabilizing. Stabilizing was done by doing a 4 point track of the mobile phone screen which is going to be the center of all the important and main editing of the video.

Along with by rotoscoping the fingers footage was added to the mobile phone. Along with it, fingers were added back to the video making the fingers come on top of the footage.

After adding it back to the video, the video was again added the movement that we stabilized in the past.

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MAYA

WEEK 7: MAYA (RIGGING)

Goal:

The main goal of this project was adding bones to the head of the character, and making it able to move as a human being. In addition to this the bones are to skinned to the head so that the skin / polygons of the geometry moves along side the bone in a respected area

SKINNED TO GEOMETRY

Process:

In the week 7, we took a step ahead and started rigging the face. The concept of rigging helped us to understand the anatomy of the human bones and how it works. For example, the head consist of 5 bones (required for animation) in total, that would be the neck, head rotate, jaw rotate etc.

Along with the rigging of the bones we also studied the concept of ” Skinning”, which is the next step of rigging. Through skinning process we combine the bones and the geometry together, so that when the model is animated, the skin/geometry follows the bones and create a good animation base.

Later on, we also modeled the teeth for the character and along with the eyes we constrained (parent-child) it to the bones, so that it moves along the human anatomy.

SKIN THRESHHOLD

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DESIGN FOR ANIMATION

WEEK 6: Design for Animation (PARAPHRASING)

Original quote:

Original quote: The authenticity of a documentary is ‘deeply linked to notions of realism and the idea that documentary images are linked to notions of realism and the idea that documentary images bear evidence of events that actually happened, by virtue of the indexical relationship between image and reality’

Horness Roe. A. (2013) Animated Documentary. Basingstoke: Palgrave Macmillan.

Paraphrased quote:

The documentary’s legitimacy is directly connected to the understanding of realism as well as the concept of its imagery which has the proof of events that had occurred in the past on the grounds of the indexical relationship between image and reality.

Horness Roe. A. (2013) Animated Documentary. Basingstoke: Palgrave Macmillan.

Categories
Compositing VFX FUNDAMENTALS

Week 6: Nuke Development

In this week, Color grading and correction along with the concept of premultiplying and un-premultiplying was taught. Were the assignment for the same was color grading the images of and trying to blend the air plane as much as we can with the background sky.

The second assignment for the same week was color grading a RAW image while using rotoscoping as well as grade and color correction.

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MAYA

WEEK 5 and 6: Modelling (FACE)

In the Fifth week the modelling taught to us was on another level. One of the most complex Model was created by us i.e., a Human Face.

The goal of this week was to build the Human face, while in the next few weeks adding Texturing, rigging and animating the same model. Due to this we had to take proper precautions and build a well defined topology for the face.

Basically, a scanned model of a human face was provided through which we had to build a human face while taking into consideration the proper Topology of the Human Face.

Topology plays an important part while building the human face. It preciseness is extremely important as it gets carry forwarded to the animation sector, which would end up in a disaster if the topology is not correct.

Wire framed Topology

The main challenge for this project was building proper topology. Along with the making of polygons we also had to use the brush tool in order to smoothen the faces as well as the edges. Another obstacle for me specifically was while joining two faces on the live geometry, which while doing was causing the topology to scatter, making it uneven.

Brushed model

In the week Sixth Texturing was the main subject, were aligning UV and along with the texture was the main motive. Along with maya, Mudbox was the software which helped us get the desired texture as texturing in Maya was a bit difficult. The texture was later imported into maya for further rendering process.

Textured Model
UV Texture of the Face
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DESIGN FOR ANIMATION

Week 5: DESIGN FOR ANIMATION

“CAN ANIMATION BE A DOCUMENTARY?”

‘Animated Documentaries’ a visually artistic form in which documentaries can be portrayed. Not all documentaries can be depicted in the Animated form, such as Live action where most of the footages are already seen in a live action format, also a clear live footage would be preferred by the audience rather than an animated one. But in certain instances, Animated Documentary will be the best choice in order to portray Abstract thoughts or an event that has not been witnessed by the people or have no records of it.

In illustrating the abstract things such as Ideas, Thoughts, Feelings etc. animation would be the best choice. For instance, RAY the Oscar winning animated short film which was created by Chris Landreth.

In the documentary Chris was successful in portraying the life of Ryan Larking, where he shows an artist’s greatest fear which includes addiction, panhandling which happens on the streets etc. Computer generated Characters were used in the entire short film where he interviews his friend Ryan and his thoughts as well as how he feels. Thus animated documentary is an artistic way to depict facts and feelings to the audience.

reference: Chris Landreth (2004) ‘Rayn’ : reference site : https://www.youtube.com/watch?v=nbkBjZKBLHQ&t=110s

Categories
Compositing VFX FUNDAMENTALS

Week 4 and 5: Roto-Scoping (NUKE)

The goal for these weeks was to learn the proper traditional way of rotoscoping in softwares. This was a really fun week as we were getting started with Nuke and its various nodes. Rotoscoping was really a long process and alot of times you have to roto for each frames resulting in your time. Tracking the footage also helps in attaching the rotos to the footage.

For week 4 we came across the basic of Roto-scoping in Nuke. We were introduces to the ways in which various rotos can be achieved and how flexible the tools of the Roto node is. Along with roto node we were also introduces to nodes such as Matte-check, filter erode.

In the week 5 we came across the node tracking in NUKE. It was really convenient on how we can connect few of the rotos to the tracks and not going through the trouble of moving it each and every frame. Tracking really helps by taking tons of load various time. But at times the tracking point gets disappear so we have to be careful while checking our tracking point as it might cause errors while adding rotos to it.

ROTOSCOPING
Rotos Of various Parts of the body
Tracks of Various Parts Of The Bridges
Trackers Linked with the Rotos Of the Bridges