Was working on the lighting of the Claptrap project and came up with an interesting method of how to light up lights when your not using a dome lighting method.
As the footage was taken in a very small hallway i couldn’t take a panoramic probe of the scene it would have been really badly distorted and i don’t think very accurate. So i took the approach of taking loads of HDR images of each wall and rebuilding the scene in lights in Maya. This way you get accurate lighting with minimal distortion.However the biggest problem with this method is lining up the lights to the scene. Once you have the scene set up and the lights separated into passes grade the render bright red and merge it over the top of the footage. You can now tell where the rendered light is in relation to the footage. Moving the light around and changing setting will then align the renders with the footage creating more accurate set ups.
Here are my aligned lights
All this just shows the importance of a quality track
Heres the animation of the project with the tracked camera (will show that soon) Having real trouble with getting the materials right so haven’t got any good looking look dev results to show yet but working on it!
Heres the first untextured look dev results
Soo heres an update on the texturing of Claptrap:
Also created a short animation just showing off the rig
Working on the lighting at the moment so gonna have some look dev soon
Nearly finished texturing Claptrap. Spent most of the day polishing and tweaking to try and get the most out of it. Texturing is easily my weakest skill and i cant find any photo realistic texture painting tutorial so i did a bit of research to help point me in the right direction.
i really need to do more research before i get stuck into things especially in areas im not so confident in.
Heres how hes looking atm.
Still not happy with the plastic at the front and on the mud guards at the bottom but still working on them. Going to keep more up to date on CGSociety so many super talented artists there very inspiring!
Welll its 2015 very interesting… i had a good 2014 i like to think iv greatly improved in the past year especially in regards to VFX lighting my 2014 January showreel looks awful so im glad i can see some improvement.
Definitely haven’t been partying over the break been working hard to get the next project up and going. While im waiting to get footage for my ATST model iv started another very different robot Claptrap from Borderlands. Hes actually a very interesting design with lots of different material which are going to be fun to shade. Heres what he looks like atm:
It took me about 30 hours to model across three very long days =) it was actually really fun to model but i hate that i had to cram it into such a short time but i only have soo long on holiday so had to get it done.
Iv filmed the footage and taken probes/refrence material so very busy working on that. As i shot this one inside i didnt think that a panoramic would work so experimenting by taking flat HDR images of each wall essentially rebuilding the corridor in 3D with lights. This is a very different challenge to the ones i usually face when lighting but it very intresting. I think im going to do a test render once its set up so should have some results soon! Anyway back to work