Work In Progress

The cockpit scene are about done.
We are currently waiting for the render of our main character that will be integrated with the scene.
The camera of this scene will be a point of view from the eyes of our astronaut.

Cockpit3

Breakdown

cockpit_NukeScript

Nuke Script

3D objects:

All geometry of the cockpit are modelled, Uv mapped, shaded and lighted with Maya, exported as fbx and the imported into Nuke. I tried to light up the entire scene within Nuke, but the lights and shadows within nuke are not that accurate and does not support secondary bounces.
To be able to get a proper shading, lights and shadows into Nuke I baked the lights in Maya into a texture and applied it to the models within Nuke.

Cockpit_Breakdown1

Nuke 3D Scene

Cockpit_Breakdown2

Nuke 3D Scene

Control Panel Screens:

The screens of the control panel are all created with Photoshop and saved as psd files.
In Nuke I break out the layers, graded everything and animated the parameters with a couple of expressions. To integrate the control panel screens with the rest of the cockpit I created some planes in Maya with the correct position and UV-mapping and imported it into Nuke and applied the Control Panel screens as a texture.

Window Reflections:

I first tried to generate the glass reflections in Maya by recreating the nuke scene, the entire scene looked almost identical to the one I have in Nuke. All the reflections on the window turned out all weird, there was a lot of unwanted artifacts and the result were not even close to what we wanted.

To get around this problem I managed to create the reflections in nuke.
I used a node located a bit down in the node tree, flipped it upside down and projected it into to the window. Then I used the grid warp node to get the projection to match the shape of the window.
To add the final touch I blurred, graded and used a roto to fake the fresnel effect.

Space View:

The space view are the same scene as the space scene(scene 2) but with some modifications of grading, positioning and of course  without the spaceship moving towards the planet.

 

As usual feel free to give us some feedback and comments.
– Aron Strömgren

Spacesuit_WIP

The Modeling of the spacesuit is now nearly finished, only smaller parts and details is left. I have started texturing on the cloth parts and most of it is finished. Whats left is baking maps, shading and making materials for the parts that will not be textured. The scenes with the spaceship is nearly finished rendering and hopefully the spacesuit will be finished in time so that we can continually render until our proposed final.

The space enviroments are almost finished, there are just some rendering and final tweaking left to do. Not all the frames of the planet layers are rendered from Maya yet,  but the overall look of the planet are about done.

Space Progress

Progress – Space BreakdownSpace_Script_1

Planet, clouds, atmosphere and moon.
All of these parts got almost identical pipeline for the scripts.
I used flat diffuse footage of all the elements and used the Position to Mask gizmo with the world position channels to relight the rendered footage.
I chose to use the relight method to be more flexible and get more control of all the lights if something needs to be adjusted.

Aurora Borealis/Northern Lights
I made the northern light footage in After Effects. I began with creating a black solid  layer and applied the effects Fractal Noise, Levels, CC Light Burst 2.5 and Tint.
effect_Controls

By modifying the effects attributes I managed to to get a pretty desent look.
Watch the breakdown below.
Breakdown
When I was done with the desired effect and animation i duplicated the layer and gave it a purple tint and applied a screen operation. By using two layers with green and purple colors I could do some final adjustments to get some purple tints in the green colors.

Layers

I Applied the Northern Light footage to a sphere in Nuke and removed unwanted parts with a roto.
To enhance the look of the Aurora I used my IDist_Noise Gizmo i created earlier with some scripting help from Anton Stattin. The IDist_noise gizmo are a gizmo that contains the IDistort node and other nodes that is useful and userfriendly controls.

Particles.
I used the particle system that nuke have to generate space- obstacles and dust.
I used the framehold node to prevent the particle emitter to burst out unwanted particles.

As usual feel free to give us some feedback and comments.
– Aron Strömgren

Proof Of Concept

Face Integration.

We filmed for two different solutions for the face integration.
– The first shot was filmed to get the motions of the wanted end result. We used this material to track the camera motions and later mask out the face and placed it in a placeholder helmet.

– The second solution we tried was to film Mathias face while his head and the camera was not moving, there was just facial expressions. We took this footage and projected it on a mesh in Nuke.

Both of these methods works good, but we will mainly focus on the shot were the camera moves, the second method will be used if we need to fill in or replace some bad frames.

Snow fall/Turbulence.
Our snow effect, both in the air and on the ground, will be made using particles inside Maya. Here we will also use Fields and objects to drive the fluids. This test was to show if we could have multiple particle systems and have them react with an environment. It is fully possible and we can easily manipulate each system separately.

Engine – Landing.
The landing simulations will be made in Maya using 3d fluid containers and fluids. To get the desired effect we will use Fields and objects to drive the fluids. This test was to show if we could have multiple emitters and fluids react to each other inside one 3d fluid container. It is fully possible and we can easily manipulate each fluid separately.

Work in Progress.

Previs
We have updated our previs since the last Milestone.

Mayor changes:
– Removed the scene were the space man walks away from the ship.
– Updated Spaceship model
– New early stage planet environments.

Spaceship – Engine WIP

The engines of the spaceship will be able to transform between  flight- and hoover mode.
Watch the video below to see the latest test and progress of the engine.

Planet Environment – Wip

One of our scenes includes a wide overview of the suroundings of the landingsite.
To achieve this we have to build a big and wide scene, so that the camera gets a big freedom of movement.
Aron have started to build up the main structure of the entire scene.
Watch the video below to see the progress.

Feel free to post comments and feedback!

Since the last post we have planned a lot and prepared our work with some tests and researches.

Objectives Mathias has focused on.
Mathias have mainly focused on experimenting with the spaceship functions and design. He works after a concept we have made, the final model will look a bit different to our concept due to new ideas.

Concept:
Spaceship Concept

Work in Progress:
We have decided to not build the spaceship exactly as the concept, we are mixing and adding some elements from our references. The engine will be able to transform between flight- and hoover mode.

Spaceship_WIP1

Objectives Aron has focused on.
Aron have mainly researched and ran tests of how to make a realistic custom made earth-like planet and started with the produce matte paintings for the planet environments.

Work in Progress:
Earth__Wip1