Wednesday, 9 February 2011

playing around with textures wetlook floor is working well and the uv'd texture roofs work,also added fog

Street test(testing the look textures of the floor need work,fog is working well with z-depth)

ok been working on more house modeling and projecting and been making sure it working well together as i go along.I have also been trying with fog this is just a basic z-depth fog and its working well enough to use! still need to find a texture for the floor and pavement.Modeling of the roofs, more houses, the alleyway, and props( lamp-posts, crates, barrels etc), whilst this is happening green screen keying is in progress as shown in the previous post, having a few difficulties with the quality of the footage and keying hopefully, we have tested with placing the keyed footage on planes and placed in the scene like the example posted. Hopefully keep progressing as we are and it will all work. Lots to do

Green screen removal

Tuesday, 7 December 2010

Projected houses


Both "dingy" and "posh houses" have been test projected using photos from the london locations scout, bump maps have also been used to enhance the texture. For a test we rendered out a colour and ambient occlusion pass and have comped them together. We did this to see wether the houses worked well together both in texture and exposure. The "dingy" street test has also been colour graded to see wether this look will work.

"Dingy Street Test"
"Posh House test"

Matte clean up and modelling the rich houses

Before beginning to model the houses for the rich area, a large amount of matte clean up was needed. This involved painting out people, railings and lamps as we would not want these to be projected onto the model. The following images show the original picture, the cleaned up matte and the resulting model: 

Sunday, 5 December 2010

Modeling

So where are we at in the project....
at the moment we are in the modeling and projecting stage, after the test projections we knew we understood the technique so now it is a matter of modeling the location photos. By taking the pictures we model using them directly as ref. I thought i would upload the models i have done so far it is a long process as modeling is not my most favourite subject but its a learning curve and i have learnt alot about the different tools avaliable in maya. By doing this and projecting the images i have noticed that adjusments will have to be made to each photo to adjust the brightness so they all match.

"the Models"

i have uploaded a sheet of models done showing the front 3/4 view of the models and the ref image used to model from.

"The Models in a street"

i have also uploaded the models put into a street, a look we will have by the end of the modeling stage.
We do have alot of modeling to do as we will need alot of houses the piece dnt look repetitive. 


Thursday, 18 November 2010

Alley Projection

"Alley Projection Test"

I have been testing with different ways of projecting textures for the alleyway, been testing with projecting textures from  photos and applying them to basic geometry this gave a look which we wanted and give enough texture detail to get away with such basic models. Recently i have been looking into producing even more detailed texture from the photo used to project, using bump maps created from the image by inverting a black and white image the texture of the brick worked perfectly
Comparing the original projected texture against the bump mapped you can see the detail that is extracted from the brick texture.

From this test i produced another projection using what i had learnt

"Street Projection with Bump map"                                                    

"Close up of the Bump mapped Surface"                                                                 

Wednesday, 17 November 2010

Blocktest

 

To Understand the Camera move we wanted within the project a rough blocktest was put together.The camera is one continous move so to get it roughly right at this stage helps to know what sort of shots in the greenscreen studio is needed and also the timing for the piece. As it is just a blocktest the scale of the environment is not 100% accurate but it helps us to understand the look so that we are on the same wave length with how the project will be put together hopefully.