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Garth the Gargoyle

Garth the Gargoyle. A ride through the uncanny valley . Goal. Requirements for successful CG-implementation. Goal. Requirements for successful CG- implamentation Focus on animation and compositing. Concept. Challenging design Hind legs Wings Tail. Concept.

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Garth the Gargoyle

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  1. Garththe Gargoyle A ridethrough the uncannyvalley.

  2. Goal • Requirements for successfulCG-implementation

  3. Goal • Requirements for successful CG-implamentation • Focus on animation and compositing

  4. Concept • Challenging design • Hind legs • Wings • Tail

  5. Concept • Challenging design • Hind legs • Wings • Tail • Challengingscene and light • Daylight. Cannothidemistakes. • Ice and snow. Sparkleeffect, subsurfacescattering and bouncelight.

  6. Concept Earlyconcepts

  7. Concept • Addedfilmed clip to storyboard • Increased animation and compositingchallenge

  8. Modeling • Three models

  9. Modeling • Three models • Basemesh. Evenedgeflow for optimal sculpting

  10. Modeling • Three models • High poly. 9 million triangles. Used for bakingdisplacement and normal maps.

  11. Modeling • Three models • Low poly. Topologydesigned for animation and gooddisplacementmap subdivision.

  12. Rigging

  13. Rigging • Intuitive • Less hands on animation

  14. Rigging • Intuitive • Less hands on animation • Muscle system • As part of an intuitive rigg.

  15. Rigging • Intuitive • Less hands on animation • Muscle system • As part off an intuitive rigg. • Free deformation animations

  16. Rigging • Intuitive • Less hands on animation • Muscle system • As part off an intuitive rigg. • Free deformation animations • Keepsvolume on bending regions ofmesh

  17. 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

  18. Rigging

  19. Rigging • Issues: • Muscle deformation on displacementmapdefinedmesh. • Havetorendertosee the true deformation on mesh.

  20. Rigging • Issues: • Muscle deformation on displacementmapdefinedmesh. • Havetorendertosee the true deformation on mesh. • Tail rigg too intuitive • Easytouse, hard to master.

  21. Animation • Winged predator withtail • Different center ofweight. • Canlean forward more • Strong and agile motion scheme • Aggressive behaviour • Like other predators, movesinto position for attack

  22. Animation

  23. Animation

  24. Animation • Issueswithfilmed material • Time the animation withothercharacters • Hecticflowofplanned poses, • Loss of CG-charactersweight and momentum.

  25. Animation • Issueswithfilmed material • Time the animation withothercharacters • Hecticflowofplanned poses, • Loss of CG-charactersweight and momentum. • Wings collideswithitself. • Better skin weighting and addededges.

  26. Shaders

  27. Shaders • Mental raymia_material

  28. Shaders • Mental raymia_material • Final Gather and IBL lighting

  29. Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect

  30. Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect • SSS shader for snow/icesubsurfacescattering

  31. Shaders • Mental raymia_material • Final Gather and IBL lighting • Mib_flakes for frost glitter effect • SSS shader for snow/icesubsurfacescattering • Renderpasses

  32. Shaders • Don’toverdo the mib_flakes.

  33. Render and Comp • Renderpasses • 32-bit .EXR • Material Color • Directlighting • Indirectlighting • RawShadow • Specular • Reflection • Matte

  34. Render and Comp • Nuke setup • 3D-projection scene • Backgroundsare still photos • Importedcamerawithbaked animation • Grade and color correction • Light wrap • Motion blur • Film noise

  35. Render and Comp

  36. Render and Comp

  37. Render and Comp

  38. Render and Comp

  39. 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”…

  40. 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

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