Using the concept art and the Pre-Viz base, the hotel set is now all completed and ready for animation. I tried to keep the modelling simple but recognizable. Once done, they was imported into the final set and the textures created. Placing the assets in the scene first and then doing the textures meant that all the UV's are in the correct place, rather then trying to move them around.
As we are not using the Arnold Render for this project, I decided to only use Blinn and Lambert materials. These will be best for Maya View port play blasting. I also placed some bump maps to give the scene that bit more depth.
There is a mixture of lighting being used. Currently there is a ambient, a few point lights and a large area light. But, these may need a touch more tweaking before driving into the animation. The light sources also have a small amount of yellow/orange so to give that warm marble glow, a more pink hue has been placed in the ceiling. For the shadows the Depth Map shadows option is being used, increasing the size to 4096 and placing a filter of 5. This will reduce the sharpness.
The ferns was created by using the paint effects tool. Selecting the plant pots and making them printable, I was able to use the fern brush to make small bunches.
In further discussions with my tutor about making the trolley spin continuously, he instructed me in how to create a rig to get the desired effects and then using the graph editor.
There is a lot of textures in this scene which is making it quite resource intensive. The best bet here is to turn off everything (lights, textures Ambient occ, etc) whilst working and then bring it all back for the playblasting. This will stop my computer from slowing down.
Textured/ Lights Via Camera 01 |
Textured and Lights - Perceptive View |
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.