Showing posts with label 3D model. Show all posts
Showing posts with label 3D model. Show all posts

Monday, October 20, 2014

Divergent: CG Dog & Houdini Feather System

While I was organizing my latest reel I thought it would be fun to make some gifs of my work in the past few years. The first one and my favorite project so far at Method is Divergent. For the film I lookdev'd a cg dog and some cg ravens. Conveniently someone already made a gif of the dog that I did for the mirror room sequence.



The Dog
The dog was a pretty straight forward fur groom. Of course I used Houdini's fur grooming tools, not quite out of the box but customized for better control. The challenging part of this groom was the length of the fur and the fact that I had to match a live dog exactly. Long fur tends to have S shaped bends where the fur bends back on itself a couple times. To get this effect I combo'd direction, curl, and frizz attributes. It wasn't always a perfect S curve but it got close enough. The on set crew filmed a live dog but due to the complexity of the sequence and the infinite mirror reflection the environment, we had to supplement the further back reflections with a cg dog. This combined with the fact that I also had to do a jaw replacement for the dog in a few shots, half his face real half cg, and a few full cg hero dogs, the dog had to match perfectly. This just meant a lot of time with a line up camera going back and forth between the live dog and the cg one. I learned a couple of things on this groom. First was that its sometimes easier to to get precise coloring with painting color attributes in Houdini rather than relying on a texture artist. Since most texture artists don't have much experience with fur, they tend to just paint color patches where they see them. This is problematic with long fur though. Since the fur gets it's color from the root point attribute in Houdini, you have to paint the patches a little offset from where it's supposed to go. I found the feedback loop was much faster to handle this in Houdini rather than back and forth with a texture painter. When I say that I painted color attributes, I mean I painted masks on the geo and drove all of the color in the shader. I believe I had about 15 different mask attributes to drive patterning in this groom, from root and tip color to fades and solids. In addition to handling the shot lighting, the lighters also had to run the fur sims for the dog. Once I dialed in the sim settings, I created a system for the lighters to paint in areas of fur floppiness and a dial to easily control how much floppiness the fur needed in what area. In the end, I'm proud of how the dog turned out, I even got a full cg dog shot, the one in the gif above.



The Ravens
The ravens were a bit more technically challenging than the dog. I ended up using two fur systems and a feather instancing system for various areas of the bird. The easiest feathers were the ones on the head. Those are the finer feathers that look almost like fur. For that I used a straight ahead Houdini fur procedural. The body feathers were slightly trickier. They needed to look like actual feathers and the VFX Supe wanted them to be ruffled up as well. This meant that a displacement map wouldn't work as well as actual geometry. I ended up modeling about six feathers of varying sizes from curves in Houdini. I then made my own grooming system for instancing these feathers. I could paint direction and size and even had the control to animate the feathers raising and lowering on the back of the bird. From these attributes I used Houdini's fast point instancing to put these feathers on the birds at render time. It was a pretty efficient way of getting a really nice textural feel for the body of the ravens. For the wing feathers I modified the fur system to generate fur to look like flat wing feathers. This was a little tricky to do and I built off the work of some of my coworkers earlier feather jobs. In the past at Method, our earlier birds were modeled with curves and I was the first to use the fur procedural for them. Part of the system required grooming every feather to the right shape. Since then, I've modified my feather system on later jobs to use modeled outlines of feathers to derive the shape. The system worked pretty well and the render times were fairly reasonable, though when we got up to 15-40 birds in the frame at a time, some of them full frame, renders started taking a little longer.

Monday, September 8, 2014

Windmill test

I made this animation a while ago at Drexel as I was experimenting with different looks for cg animation. I found this when i was backing up some old data and thought it might make a cool gif.

Wednesday, September 12, 2012

Snow Blind



About a year ago I started this project as a way to improve my reel, specifically in cloth simulation. Along the way I realized that cloth sim is very difficult and, at times, very tedious. However, I also found that I loved painting backgrounds for animations. Its so fun! My bro, Nick Avallone, did the character animation for the first two shots (its so good, thanks Nick!) and I did all the rest. I probably won't be starting on any more 3D animations anytime soon, I don't really have the hardware to handle it. I imagined this piece as the first 30 seconds of a longer piece. (though I haven't written anything longer... yet!)

Monday, February 20, 2012

Houdini Snow Tool WIP

Houdini's greatest selling point as a 3D app is its procedural workflow. I wanted to create a tool that could place snow geo on environments without having to model the snow. You could just build out your environment without snow and then use this tool to generate the snow on top of everything. I spent a morning with it and came up with a rough beginning. The basics are in there but it could be refined a bit:









You'll notice that which ever way the torus is rotated the snow stays on top. As is, the snow isn't shaded yet. I know that I could do all of the snow in displacement and I may yet play with that a little more as I work with it.

Monday, November 21, 2011

Dragon Texture

Its been a while since I posted about the baby dragon project I started back in June. I finished the model and the texture a couple of months ago but the carver on a cliff project took precedence as I rushed to finish it for the pixar td residency deadline. Thats past and sent out and that project is nearing completion. As a part of my time at Side Effects I will be getting a mentor to help me through a quick effects shot in Houdini. I will be meeting my mentor on wednesday, he'll be from SPI so I'm pretty excited. I am planning on using the baby dragon project as my mentor shot. I have several ways of scaling it in order to keep it within scope of a ten week project. This is a viewport render of the texture I painted in Mudbox. Looking at it now I am not very happy with it. I was working with some serious hardware limitations on my box. I am hoping that I'll be able to sculpt and re-paint in 3D coat at SESI.

Friday, July 8, 2011

Windowsill

You can use Christmas ornaments for taking HDRIs! I read about someone using one instead of a mirror ball and had wanted to give it a whirl.



And I made this animation:

Tuesday, June 21, 2011

Dragon Turntable

A turntable of the dragon I modeled, sculpted, and textured for the dome project. Click on the picture to see it!!


Sunday, June 19, 2011

Dragon Dome

Judging by my post frequency lately, it looks like I haven't been doing anything lately. Its not true, I swear!



One of the projects I just finished up on was "Dragon Dome." DD was a project for my "Imersive World Building" class at Drexel, one of my very last classes there. The class needs a bit of an introduction to fully understand the project. The idea behind the class is to make an animation for a planetarium. If you've ever been to a science museum, they usually have some sort of astronomy show where they project some stars on a dome. The bulk of these types of shows and others like them show the main action as happening in front of the audience who is probably seated. Things come from behind to appear in front. The problem with the majority of the work is that it does not fully utilize the full screen area, an entire hemisphere.

My goal going into the class was to create something visually stunning that the audience would have to stand in the center of the auditorium to fully appreciate. Things would happen all around the audience who might, at times, have to turn their entire body to catch something happening.

I decided I wanted to feature dragons flying around, making the audience feel like they are dwarfed by giant flying reptiles.



There are some concerns and challenges that are different from the usual flat screen challenges. First of all, the only off screen is below the horizon. Really, the camera needed to be treated not as a camera or picture frame (like most productions) it needed to be thought of a space that the audience inhabits. This means that there couldn't be a floor in our environment, the camera couldn't move, depth of field doesn't make sense, and sizing things was a challenge.

Another interesting challenge was lighting. I am used to lighting things for a single camera. The lights needed to make sense but also illuminate everything, quite challenging in a 360 degree field of view. We found if it was lit too brightly, the light would bounce around the dome and wash everything out.

For the final animation, I teamed up with two of my classmates, Greg Ruane and Dan Bodenstein. The animation started with the two dragons flying right above the audience from the front to the back of the planetarium with two more dragons circling high above. For about 40 seconds dragons weave through tall mountain peaks that dwarf the audience. The animation ends with on hero dragon landing on a rock directly in front of the audience and letting out a huge roar. Audio was completed in an extremely short amount of time by John Avarese, (who, you will remember, completed audio for Big Catch). Unfortunately there is no possible way for me to upload the animation for others to see as, I am assuming, no one that reads this blog has access to a planetarium. Hopefully, it won't be lost to time, at least one more class of Drexel grad students will get to see it, even if I never do again.

For the project, I modeled, sculpted, and textured the dragon. (see previous posts) I textured the mountains and modeled the hero mountain. For the sky, I used nuke to create a star field. I created a noise and tweaked it into tiny, different sized specs and glowed the heck out of them and then overlayed a colorful milky way-esque texture. It turned out looking pretty good even if the planetarium guy caught my fake star field the moment he saw it. For the hero dragon, I did a cloth sim for the wings using Maya's nCloth.

Dan was the smoke and render TD for the project, in addition to making procedural mountaintops. Rendering this thing was a whole job in itself. We had to take 5 camera's (top, front, back, left, and right) and stitch them together into something that looks like a squished dome. From there they needed to be cut up to the 8 projectors to be projected onto the dome. Dan also figured out a way of getting depth information for the camera that would allow for distance falloff effects, something that was apparently a struggle for the entire dome industry (according to our professor). Dan was hilariously pissed when he found out it was a thesis worthy project, months too late for him to do anything about it.

Greg rigged the dragon and animated him. mmmmm motion paths.

This is a "glommed" image that would get projected onto the dome. It doesn't make a whole lot of sense in its current state (on a 2d plane, your monitor).

What you see in the middle of the image would be directly above the audience and what is on the edges would be just above eye level (what you would see if you looked straight ahead.




Some technical specs:
Software Used:
Maya
ZBrush
Renderman for Maya
Photoshop
Houdini
Nuke
Sky Skan

Monday, May 30, 2011

Lighting

A couple of weeks ago I gave a lighting lecture to my class. The idea was to take a simple scene and light it three different ways. I almost always use spotlights exclusively in Maya. This is mainly due to the controls they have but also because I have been rendering primarily with Renderman and depth map shadows for the past year and a half. There are certainly instances where one might want to use other lights but for these demos I used all spotlights. The renders are a bit on the low quality side because you don't want to wait too long for the scene to render when doing a live demo. These are all rendered in Mental Ray for Maya.

The first scene is lit with one spotlight with an image mapped to the color to simulate the shapes you get from the glass of a light bulb and the flashlight.



The second is lit to look like a studio light setup.



And the third is supposed to be lit from a window. Again I mapped an image to the spotlight.

Monday, April 25, 2011

Dragon Dome

I had a bit of time to work on the sculpt and texture of the dragon. I was going to use Mari for the texture but my tablet wouldn't work properly in the painting view. :( So back to ZBrush's ridiculous interface.



Also, because these are triple boot machines with Mac keyboards that refuse to screencap using every button combination known to man, it took me about as long to take that picture as it did to paint the dragon. ("Snip" ftw)

Sunday, April 10, 2011

Dragon Dome


Dragons on Domezzz!!!

My WIP model for Dome project. This bad boy (once I finish modeling and sculpting him, teeth, extra horns, claws, etc.) will be all set to be all big and fly around a planetarium.

Monday, January 17, 2011

Sink Renders

Modeled for the speed modeling challenge over at cgsociety:



Sunday, October 24, 2010

Shadow Monster R&D and Test Renders

In Massive class last Wednesday, Chris mentioned that exporting deforming geometry in fbxs was going to be a problem. I needed it because I was going to be rendering the shadow monster crowd sim in Houdini after doing the volume simulation on it. As a fix he recommended breaking apart every limb and section on the shadow monsters and then parenting each individual to the rig. After doing this, animating a stand up sequence, and then running a volume sim on it I decided that the smoke covers up most of the noticeable seams on the joints and this will be a workable solution. I went ahead and animated a run and a walk with the broken limb rig.





The animation isn't perfect on the characters but it should be sufficient for the shots that I need. There are a total of four shots with shadow monsters in it. The first is the shot where they materialize out of the smoke columns, the second is where they assemble, cheer and then begin their run, the next is the birds eye view of the monsters causing mayhem in the town and the final shot is where one shadow monster chases a townsperson across the scene. Only two of the shots are crowd sims. I decided that it would be easier to hand animate the shadow monsters materializing from the columns. Since the frames will have to be reversed, trying to fit Massive into the effect will be far more trouble than it is worth. I'll be able to place the massive agents to match up with the hand animated characters using Chris's Houdini script. I've got points in Houdini with the normals facing in the right direction in preparation for placing them in Massive.

I am getting pretty happy with the smoke effects. The shader needs to be tweaked a bit. Right now there is a tiny bit too much fine noise. Maybe animating the offset of it will help to make it look a little more believable.





Higher quality versions of those are here and here.

I've modeled three more skull variations bring me to a total of 10 and probably the number of shadow monsters in my crowd. The two curved horned human variation will be the Hero shadow monster.







Dirtied up Fisher's vest a little.




Rendered a sequence from the first camera to test the water's wave speed. The water looks like it is moving a bit slow with the amplitude as high as it is. I'll need to refine this a bit more. Additionally there is some flickering in the water on the right side of the clip that I'll have to look into.



A note about the farm. I rendered this sequence on the farm and I was getting 1 to 3 minute renders. However, when one of the render machines got to a certain point (frame 40 or so) it just gave up. It didn't stop rendering but my render times shot up to 10 to 20 minutes and eventually 4 to 5 hours for no reason at all. The those frames are no different than any of the other ones. I suspect if I was to kill the job and then restart it the remaining 2 frames would take two minutes to render instead of six hours.

Tuesday, October 19, 2010

Cork Bobber



Procedural cork in slim with an image map for the red line. Thanks to Dan for helping me to implement the clamp function for the displacement.

Monday, October 18, 2010

Skull Variation

The crowd shots will have at least 6 different heads. I made one base skull and then modeled interchangeable horn/antlers that fits into the skull. Perhaps not always anatomically correct according to the skull but it should do for a crowd.










Sunday, October 17, 2010

Fisher Texture Update



Thought I'd update this real quick... thinking about dirtying his vest a little.

Texture Tests






Two quick renders of the environment with some textures and basic lighting. The render settings are pretty low for them and the textures are only at about 60 - 70% complete. I will use matte paintings for the more distant backgrounds in the compositing stage at the end of the project. I'd like to get some haze and some particles floating about the air to give the scene some atmosphere and of course volume rays if I have time.



A render of the fisherman with a slightly updated texture map from the Carver. I might add more fur in different parts of the body like the arms and chest. Obviously the pipe and hat have yet to be surfaced and I am planning on modeling him some makeshift glasses.

Tuesday, October 12, 2010

New Skull

I modeled this last week but just now remembered to post it here. I'm planning on doing two or three more skulls to add variation to the shadow army. I'll probably get in a deer skull, a bull skull, and maybe a cat skull. I'm making these shadow parts interchangeable to be fed into Massive to vary up the armor.

Thursday, October 7, 2010

Pandora Preproduction: Scene Modeling

The scene is at roughly 85 to 95% complete. This is a rough estimate because the rest of the modeling will be dependent on how the renders look once there are textures and animation in the scene. The rest of the set modeling will be done on an as needed basis when I get to the animation and rendering stages.



Tuesday, October 5, 2010

Model Update

A work in progress of the village. Only the front three buildings will be fully modeled. The rest of the village will be matte paintings.




The shadow monster without any of his skulls or armor. The character will be rigged and his props will be randomly applied through massive for the crowd shots.



One of the heads for the shadow monsters. There will be two or three more of these to be assigned to the crowd.



The dock where the animation begins and ends.