Saturday, 1 December 2007
Friday, 30 November 2007
Finished:
For my section of the project i was throught with problems, the massive pan out shot sucked up system memory giving me numerable memory low errors. Most of the time i spent emailing around, rebuilding the scene, checking for glitches, I tended to fullfill the tech guy role in my group. But towards the end of the project i decided to rebuild the scene partialy and optimize the rest this took me up to 130 versions of my file and i lost alot of sleep ^_^.
After the rebuild i had included everything i wanted, textures where all hand made and looked fantastic the lighting set up i created cast awsome shadows (plus the tweaks by harvey helped) and it rendered at a good rate. (see post below for my scene)
Matts animation was imported with not as many problems as i would of guesed, in my scene especialy it looked great the animation was fluid and it had an awsome jump sequance. My favourite part of my scene was the mary statue as it came out beautifully in my opinion.
especialy with matts cat running past it $_$.
The lighting was pretty quick for my scene and consisted of 4 spots and an ambient fog, oo aswell as glows on a sphere and backdrop, Harvey teaked the lighting a little before rendering to brighten it up a little too which was awsome.
All in all i think the team worked extremely well together and it was great seeing kanika get better and better throughout the project, her skeleton looked kick ass towards the end. And jeffs building and textures which where spread throughout the entire alley scene fitted in perfectly combined with harveys lighting, and the smooth animation of the cat. The only problem i found was in my scene and the sheer giganticy of it- never again will i try to include such a massive amount of objects on a pan out, rather using compositing to layer it up. This project was a stressfull, sleep losing, anger fest that ended up looking awsome.
For my section of the project i was throught with problems, the massive pan out shot sucked up system memory giving me numerable memory low errors. Most of the time i spent emailing around, rebuilding the scene, checking for glitches, I tended to fullfill the tech guy role in my group. But towards the end of the project i decided to rebuild the scene partialy and optimize the rest this took me up to 130 versions of my file and i lost alot of sleep ^_^.
After the rebuild i had included everything i wanted, textures where all hand made and looked fantastic the lighting set up i created cast awsome shadows (plus the tweaks by harvey helped) and it rendered at a good rate. (see post below for my scene)
Matts animation was imported with not as many problems as i would of guesed, in my scene especialy it looked great the animation was fluid and it had an awsome jump sequance. My favourite part of my scene was the mary statue as it came out beautifully in my opinion.
especialy with matts cat running past it $_$.
The lighting was pretty quick for my scene and consisted of 4 spots and an ambient fog, oo aswell as glows on a sphere and backdrop, Harvey teaked the lighting a little before rendering to brighten it up a little too which was awsome.
All in all i think the team worked extremely well together and it was great seeing kanika get better and better throughout the project, her skeleton looked kick ass towards the end. And jeffs building and textures which where spread throughout the entire alley scene fitted in perfectly combined with harveys lighting, and the smooth animation of the cat. The only problem i found was in my scene and the sheer giganticy of it- never again will i try to include such a massive amount of objects on a pan out, rather using compositing to layer it up. This project was a stressfull, sleep losing, anger fest that ended up looking awsome.
Thursday, 29 November 2007


All the cloth in the scene originally was designed to be dynamic pulled slightly towards the chasm with the vortex effector. This was a different little task than usual because with maya 8.5 its all Ncloth now. so i had to read up on how to use it.
"Multiple solvers can influence each other»
bi-directionally and use the same forces and constraints. Ultimately, simulations for cloth, hair, rigid bodies, and particles will all be able to interact seamlessly for maximum believability and control."
http://area.autodesk.com/index.php/blogs_duncan/blog_detail/a_very_simple_ncloth_flag/
^ a realy good tutorial that i used in doing the cloth
FINALLY
Friday, 16 November 2007
Damn Damn damn
heres the reason ive not posted for almost two weeks ;_;
Script editor\/
// Warning: Texture file L://post apocalyptik/maya apok files/textures/WalkwaytextureANDBUMPV2.bmp doesn't exist, node file20 //
// Error: Free memory is low. Memory exception thrown //
// Warning: Failed to open texture file C:/Documents and Settings/Sky aklost/Desktop/maya apok files/textures/front of building copy.jpg //
// Error: An exception has occurred, rendering aborted. //
// Error: An error has occurred. Rendering aborted. //
Output window\/
Rendering current frame.
Glow: Filter Width = 21
Resolution = 0.638943
Halo: Filter Width = 51
Resolution = 0.260847
====================================
Cause of memory exception
====================================
9.156 Mb Free Memory
958.363 Mb Free Swap
34.618 Mb Size of alloc
10.000 Mb Low Memory Threshold
====================================
Memory use when exception was thrown
====================================
====================================
1767160 Page faults
807.645 Mb Max resident size
1469.887 Mb Peak total size(Estimated)
683.687 Mb Peak arena size
====================================
1463.965 Mb Current
176.674 Mb POLY_DRAW_CACHE_DATA
1.037 Mb Render Geometry Arena
208.405 Mb Arrays
35.625 Mb MEL
9.800 Mb Transforms
195.207 Mb File Texture Mipmaps
30.625 Mb Data Blocks
0.127 Mb arguments
10.289 Mb Pixel Map
28.791 Mb Render Cache
0.125 Mb NURBS Surface Shapes
1.000 Mb NURBS AG
0.522 Mb POLY_DRAW_CACHE_STATIC_DATA
0.066 Mb Object Arrays
====================================
Frame triangle count: 200170
====================================
Resource Usage At End Of Frame
====================================
816 Page faults
1469.887 Mb Peak total size(Estimated)
677.770 Mb Peak arena size
====================================
1454.613 Mb Current
176.674 Mb POLY_DRAW_CACHE_DATA
1.037 Mb Render Geometry Arena
208.405 Mb Arrays
35.625 Mb MEL
9.800 Mb Transforms
195.207 Mb File Texture Mipmaps
30.625 Mb Data Blocks
0.127 Mb arguments
0.947 Mb Pixel Map
28.791 Mb Render Cache
0.125 Mb NURBS Surface Shapes
1.000 Mb NURBS AG
0.522 Mb POLY_DRAW_CACHE_STATIC_DATA
0.066 Mb Object Arrays
====================================
Time For Tessellation (hh:mm:ss): 00:00:01
Time For Shadow Map (hh:mm:ss): 00:00:00
Time For Post Process (hh:mm:ss): 00:00:00
Time For Frame Render (hh:mm:ss): 00:00:56
Finished Rendering C:/Documents and Settings/Sky aklost/Desktop/maya apok files/tmp/courtyardv78.iff.
Script editor\/
// Warning: Texture file L://post apocalyptik/maya apok files/textures/WalkwaytextureANDBUMPV2.bmp doesn't exist, node file20 //
// Error: Free memory is low. Memory exception thrown //
// Warning: Failed to open texture file C:/Documents and Settings/Sky aklost/Desktop/maya apok files/textures/front of building copy.jpg //
// Error: An exception has occurred, rendering aborted. //
// Error: An error has occurred. Rendering aborted. //
Output window\/
Rendering current frame.
Glow: Filter Width = 21
Resolution = 0.638943
Halo: Filter Width = 51
Resolution = 0.260847
====================================
Cause of memory exception
====================================
9.156 Mb Free Memory
958.363 Mb Free Swap
34.618 Mb Size of alloc
10.000 Mb Low Memory Threshold
====================================
Memory use when exception was thrown
====================================
====================================
1767160 Page faults
807.645 Mb Max resident size
1469.887 Mb Peak total size(Estimated)
683.687 Mb Peak arena size
====================================
1463.965 Mb Current
176.674 Mb POLY_DRAW_CACHE_DATA
1.037 Mb Render Geometry Arena
208.405 Mb Arrays
35.625 Mb MEL
9.800 Mb Transforms
195.207 Mb File Texture Mipmaps
30.625 Mb Data Blocks
0.127 Mb arguments
10.289 Mb Pixel Map
28.791 Mb Render Cache
0.125 Mb NURBS Surface Shapes
1.000 Mb NURBS AG
0.522 Mb POLY_DRAW_CACHE_STATIC_DATA
0.066 Mb Object Arrays
====================================
Frame triangle count: 200170
====================================
Resource Usage At End Of Frame
====================================
816 Page faults
1469.887 Mb Peak total size(Estimated)
677.770 Mb Peak arena size
====================================
1454.613 Mb Current
176.674 Mb POLY_DRAW_CACHE_DATA
1.037 Mb Render Geometry Arena
208.405 Mb Arrays
35.625 Mb MEL
9.800 Mb Transforms
195.207 Mb File Texture Mipmaps
30.625 Mb Data Blocks
0.127 Mb arguments
0.947 Mb Pixel Map
28.791 Mb Render Cache
0.125 Mb NURBS Surface Shapes
1.000 Mb NURBS AG
0.522 Mb POLY_DRAW_CACHE_STATIC_DATA
0.066 Mb Object Arrays
====================================
Time For Tessellation (hh:mm:ss): 00:00:01
Time For Shadow Map (hh:mm:ss): 00:00:00
Time For Post Process (hh:mm:ss): 00:00:00
Time For Frame Render (hh:mm:ss): 00:00:56
Finished Rendering C:/Documents and Settings/Sky aklost/Desktop/maya apok files/tmp/courtyardv78.iff.
Friday, 2 November 2007



As you can see the virgin mary statue is the only thing textured at the moment which put my section on target as far as the timetable goes. im hoping to carry on the texture of the statue down into the fountain base but keeping that greyish colour to a minimum.posting texture in a moment (which btw is just a planar map seeing as were only seeing it from the front ^_^)
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