A testrender

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March 15, 2012 at 23:57Category:Uncategorized

 

this was the render that we got this morning. The biggest issues have been dealt with such as the strange skin weights and the strong saturated lights on the legs.

an AO pass for the path will be added tomorrow.

 

 

The sprint

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March 15, 2012 at 18:23Category:Uncategorized

 

We have the final milestone on Monday but we still have some days after that until the graduation show. The textures are finally coming together but I still have to love some extra loving to the gloss map, which does not do what it should. Making custom passes are a little tricky.

 

The rigg is coming along and hopefully there will be some time for extra tweaks next week.

 

 

Stay tuned 🙂

 

 

 

Insert blank frame?

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March 13, 2012 at 12:18Category:Uncategorized

Yesterday I worked on the motion vector pass. What a bitch. And today I got to see the result render, and uh”!… frame 29 is blank. So googled the problem, most posts was covering people wanting to insert blank frames, not anything about removing them. The ones that did bring up blank frames only talked about the problem, not so much about the solution and of course most threads had closed due to inactive thread for more than 12 months.

 

So I went back to maya and tried a render in maya; same result. This made me think that there was something wrong with the camera not the batchrender. And lo and behold, on frame 29 the camera looks away from the Huldra…. Like there’s something more interesting to look at over there… out in the blank maya space. Stupid camera! Must have happened something with that specific key frame. Easy fix, glad that the problem wasn’t greater than that.

 

Some Progress Report

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March 10, 2012 at 16:28Category:Uncategorized

This project left less time for me to improve on animating than I thought, as it is now I’m constantly jumping between animating and working on the muscle deformers. I’ve added the blendshapes Sandra sculpted into the rig. Everything should be deforming correcly sometime this week and I’ll have to get cracking good on the animation bit.

Was wondering about techniques when animating, heard some make major poses and then slowly break it down till they’ve basically made a pose for each frame. What I’ve always done is making the key poses and allowed Maya to make most of my inbetweens – only correcting it where is was off.

Without further ado – the animation progress so far.

Working with pre-filmed footage was extremely hard – anytime I’ve found that I wanted to hold a pose I would have to go through the rest of the animation and cut some animation on another part and try fit it to the best of my ability.

 

 

Problem this week

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March 8, 2012 at 15:15Category:Uncategorized

Light problem

After I fixed the normalmap the lighting didn’t match the same way it did before. So it’s back to light tweaking.

I found a HDR pic with similar lighting, and with a little editing in photoshop I made an image based lighting that I could use as a reference. I won’t use final gather in the final render because I think it gives to little control when I want to edit the light.

 

Render

I used to render with gamma 0.454, because of the gamma difference in maya and nuke. But I after a rendering today when I had fixed some lights I still thought that the gamma was some what off. And decided to change back to gamma 1 and instead sett the default output profile to linear sRGB. The difference between this two are extremely small, but in the end one was better than the other.

 

Passes

Because I used Misss Fast Skin Shader there weren’t any passes where I could render out the subsurface scattering layer’s. So I had to create my own passes with write to color buffer. Then it was the problem with the shadow passes because this particular shader doesn’t support shadow passes, the solution to this what that I connected the skin shader to a mia x material passes. This shader didn’t have a specular slider but a gloss slider, so I had to make yet another WriteToColorBuffer. The result was a nice and all was well. But when I rendered out the passes this happened to the direct irradiance. And after some testing I found out that the gloss map was to blame. Where there was no gloss/spec on the map (mainly the part where there was twigs and bark) the direct irradiance was completely black. So when I added the overall layer the result was that the bark was almost completely black.

To this problem I made an easy fix, I made the map gray to white instead of black to white. This fixed the black holes in the direct irradiance, then I used a colorCorrect in nuke to amp up the gamma on the gloss/spec map to it’s original contrast. And used the overall layer where I had the bark moss and twigs to cut out the parts of the glossmap that I wanted to have zero spec. It’s an EasyFix and I would like to know how to fix the problem in maya, but for now this fix will do.

 

Resault

This is what it looks like right now, there’s some problem with the bark on the legs. They look very blue and I think it has something to do with the rest of the skinmaps lack of color on that specific area. Will fix that later today.

Big normalmap problem solved

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March 6, 2012 at 00:08Category:Uncategorized

I’ve been having a problem with seams on the normalmap.

 

I tried flipping the green channel, the red channel, the red and the green channel.

I tried painting over the seams in zbrush.

I changed the reading to linier rgb.

Even if I use a plane normalmap with one color the problem is still there.

The normal are all smoothed and pointing the right way, there are no double faces.

If I disconnect the normalmap completely the seams disappear, so there’s no problem with the texturemaps.

In the viewport with the normalmap on I can’t see any seams.

I’ve tried deleting history.

I’ve made a new bumpnode.

I made new lights and changed the shadow settings.

I’ve tried new normalmaps from zbrush, xnormals, mudbox. But the problem is still there.

The uv shells have enough room between them.

After much debate I decided that I maybe could fix the problem in post. But after finding more strange seams in the normalmap, fixing it in post would not be an option.

Fourth day with same problem, I found the source of the problem. The vertices are not pointing in the right direction along the uv seams. This makes the computer think that the faces have another angle than they actually do. So I tried some different things with set vertex normal, set to face, average normal, unlock normal until I saw that the vertex normal had a better direction from the vertices. Then I exported the new obj into mudbox with the highpoly. Then when I baked the normalmap I unlabeled the smooth uv options. And voila! Working normalmap.