410 likes | 537 Vues
Explore the journey of animating Garth the Gargoyle as he rides through the Uncanny Valley. This project highlights the essential requirements for successful CG implementation, focusing on the challenges of animation and compositing with a winged character. Dive into advanced modeling techniques, rigging systems, and shader creation for realistic effects, including subsurface scattering and glitter. Learn about the complexities faced in blending CG elements with filmed materials, the importance of referencing actors for movements, and the powerful tools available in Nuke and Maya.
E N D
Garththe Gargoyle A ridethrough the uncannyvalley.
Goal • Requirements for successfulCG-implementation
Goal • Requirements for successful CG-implamentation • Focus on animation and compositing
Concept • Challenging design • Hind legs • Wings • Tail
Concept • Challenging design • Hind legs • Wings • Tail • Challengingscene and light • Daylight. Cannothidemistakes. • Ice and snow. Sparkleeffect, subsurfacescattering and bouncelight.
Concept Earlyconcepts
Concept • Addedfilmed clip to storyboard • Increased animation and compositingchallenge
Modeling • Three models
Modeling • Three models • Basemesh. Evenedgeflow for optimal sculpting
Modeling • Three models • High poly. 9 million triangles. Used for bakingdisplacement and normal maps.
Modeling • Three models • Low poly. Topologydesigned for animation and gooddisplacementmap subdivision.
Rigging • Intuitive • Less hands on animation
Rigging • Intuitive • Less hands on animation • Muscle system • As part of an intuitive rigg.
Rigging • Intuitive • Less hands on animation • Muscle system • As part off an intuitive rigg. • Free deformation animations
Rigging • Intuitive • Less hands on animation • Muscle system • As part off an intuitive rigg. • Free deformation animations • Keepsvolume on bending regions ofmesh
Rigging • Intuitive • Less hands on animation • Muscle system • As part off an intuitive rigg. • Free deformation animations • Keepsvolume on bending regions ofmesh • Muscle and wingjiggle
Rigging • Issues: • Muscle deformation on displacementmapdefinedmesh. • Havetorendertosee the true deformation on mesh.
Rigging • Issues: • Muscle deformation on displacementmapdefinedmesh. • Havetorendertosee the true deformation on mesh. • Tail rigg too intuitive • Easytouse, hard to master.
Animation • Winged predator withtail • Different center ofweight. • Canlean forward more • Strong and agile motion scheme • Aggressive behaviour • Like other predators, movesinto position for attack
Animation • Issueswithfilmed material • Time the animation withothercharacters • Hecticflowofplanned poses, • Loss of CG-charactersweight and momentum.
Animation • Issueswithfilmed material • Time the animation withothercharacters • Hecticflowofplanned poses, • Loss of CG-charactersweight and momentum. • Wings collideswithitself. • Better skin weighting and addededges.
Shaders • Mental raymia_material
Shaders • Mental raymia_material • Final Gather and IBL lighting
Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect
Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect • SSS shader for snow/icesubsurfacescattering
Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect • SSS shader for snow/icesubsurfacescattering • Renderpasses
Shaders • Don’toverdo the mib_flakes.
Render and Comp • Renderpasses • 32-bit .EXR • Material Color • Directlighting • Indirectlighting • RawShadow • Specular • Reflection • Matte
Render and Comp • Nuke setup • 3D-projection scene • Backgroundsare still photos • Importedcamerawithbaked animation • Grade and color correction • Light wrap • Motion blur • Film noise
Conclusion • Muscle system not necessary • A Pose Space Deformation solution hadbeenequallyeffective • The useofactors as animation reference vital • Shouldhaveused an extra actor for gargoylemovementreference • Displacementmapsaretimeconsuming • Nuke is a powerfultool. Prepare for it! • Maya 2012 is another kind of ”tool”…
Thanksto: My mentor, Mattias Bergbom – VFX consultant for DD Erik Öhman – awesomeactor and post-master My awesomeclassmates! And togscept for givingmethisopportunity! jimbo.sahlin@gmail.comgscept logga :P