Author Archives: christoffer

Final Post

This is how the final result ended up like “The Assembly Line”. I’ve done compositing in nuke and added fog and dust particles in after effects. For the depth pass I rendered out in .exr and used a shuffle copy … Continue reading

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Progress

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Progress

A busy week. I’ve textured the blocked in parts. And looked up some information about shaders. The shaders I’m gonna use is mia material, these shaders can not be viewed in the viewport and therefore I assigned blinns while I … Continue reading

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Texturing

For the optimization of the texturing, Iv’e first blocked in the objects that is going to share the same UV map. This will give me information about how high-res the different maps should be. Then I used Cas to arrange … Continue reading

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Weekly Progress

The UV-mapping has been taking a bit longer than expected. Although Iv’e come up with a fairly good strategy using both the Cas auto UV mapper along with mayas own “unfold selected UV’s” and the “smooth UV tool” in the … Continue reading

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UV-mapping

Currently I’m UV mapping, and I’ve been using a great UV-mapping plugin for maya. The plugin is called Cas auto UV mapper, it’s very useful to use on complex geometry and it has some nice features that really can speed … Continue reading

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Lighting

Here is some research I’ve done on the lighting: As the scene is such a large indoor scene, there is a problem with not using FG as there will be lots of lights providing as bounce lights. That in it … Continue reading

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Weekly Progress

This week I have started with the lighting, and done a lot of research on the subject. This is how the light is going to be set up: I have chosen not to use GI, as my scene already is … Continue reading

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MS2 Feedback

On this monday’s milestone meeting I got some feedback regarding that, there should be some movement in the scene to make it more exciting. Although I don’t want to focus on animation in this project, I admit that some simple … Continue reading

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Progress

This week I’ve been modeling the environment and the vehicle. I have also researched high poly modelling for production, shading, tested post effects and looked up some UV-mapping techniques. I did some AO tests on the environment for lighting, and … Continue reading

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