Tuesday, 29 December 2009
Test for final shots (low detail and strange ratio, due to movie maker compression to make file small enough for blog):
Wednesday, 23 December 2009
Monday, 21 December 2009
Transition is in place for the build of the chancle. After trial and error the windows fade in while still being transparent as windows should. There is a slit problem with the aspect ration in this render which has occured after running the video file through movie maker to compress the file small enough for the blog.
Another way to do this would be in post production with multiple renders of the scene with each layer of elements fadeing in in turn. ( this will be a lot of layers)
Tests will need to be carried out to see if its the best method.
Saturday, 19 December 2009
Today I started working like any other with snow on the ground and kids out playing. I worked through the making staine my staine glass windows when a power cut hit Dover stoping me in my tracks, giving a short break, enough time to enjoy the festive weather.
With all the set backs, the snow has brought, and the power up and running once again, I am back on track. Staine Glass Windows are made and in place. Alphas are still need for the right transplarency, and the colours need working on to fit in with the surroundings.
Thursday, 17 December 2009
As my camera Angles have now changed so have some of the details which are needed. A number of close shots of windows has made its way into the shot sequence, so stain glass window details for some of the windows have been added to give the audience a focus point within some of these longer sequences. The alpha is still to be added to allow the camera to see through the window and tweaking is still to be carried out on the bump texture walls.
Wednesday, 16 December 2009
Tuesday, 15 December 2009
With all animation the camera goes through a process of slowing in and out of each move movement which softend the transition for audiences to watch. Maya has a facility in which to calculate and proform this process easily by flatterening the taganets (maya controls for keyframes). This flatterning of tagents for my animation appears to not only slow the camera move in and out of each key frame, it also appears to pause the camera movement for a moment, resulting in a very unsmooth motion of the camera.
From this result I decided to try the plateau tangent setting, which similar to the flatterned tagents softens the motion of the transitions between keyframes but also maintains the continous motion.
The Camera is still to be refinded.
Monday, 14 December 2009
Sunday, 13 December 2009
Saturday, 12 December 2009
Friday, 11 December 2009
Tuesday, 8 December 2009
Sunday, 6 December 2009
First test run through the lighting and colour textures for the inside of the church. I have tried to create the inside of the in an ambiance occlusion style as the out, however through trial and error there is no occlusion showing up for the interior of the building. The bump maps need reducing as the inside walls need to be smoother than the out, this just isn't working at the moment. The light themselves are also to dark. To recreate the interior of the Maya church to play true to that of the church that stands in London, the space needs to have more light without having interior lights. The Temple church in London was bright with all its light coming from outside. However with all the problems this test piece has, it is on the right lines. for this piece, i need to render out in render layers for the interior and the exterior because as you can see from the image below the light and shadows are not right.
Friday, 4 December 2009
The original is at a focus of 35:
I also tried an focus length of 50:
Focus length of 70:
and a focus length of 80:
The angle that looked best that I added the trimmings to in Photoshop is a focus length of 75:
This camera focus has also helped the colour of the building. The process and filters for this focus length is exactly the same as that for the focus length of 35. This last image is almost the colour I'm after, there's something still not there yet though.
Wednesday, 2 December 2009
I do have problems keeping my bump map files attached to the shader. I havent moved the files around or changed settings since playing to get an effect to try. Yet when I go back to it a day or so later the files say they are attched but there is no effect in my renders and than again other times it will be joined and work ok. Any ideas on how to fix this problem?
Tuesday, 1 December 2009
Sunday, 29 November 2009
Stone Floor swatch
Bath Stone Swatch
Rag Stone Swatch
So far the Rag stone swatch is not working for me. The texture itself is working fine for all my test bump mats however the colours themselves do not fit with the pastel flow I am looking. However these opinions are only my initial opinions as I have not yet moved them into the scene for colour.
Friday, 27 November 2009
Bump depth: 0.5
Bump depth: 1
I think I could still possibly afford to go a little more deeper with the bump map as it is only rarely that the camera will get this close. On actual buildings the depth within the brick work can be seen for a far distance.