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.
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.
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.
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.
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