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.





These are my scene ass it appeared in the final shot with environment moddeling, textures and lighting (harvey upped the brightness and glows a little before rendering ^_^) done on my own, the ball done by kanika, and the cat done by matt.

Thisis the sky texture painted on photoshop with a wacom.

Above is the broken buildingtextures. These are just some of the more time consuming textures that deserved blogging ^_^.




Heres all the fountain textures. these came out especialy well in the final renders.


This is the biggest problem in the entire project, this floor section was so large that it had to be detailed enough to not be boring, but plain enough to be suitable. The grey areas are covered by another pathway so needed not to be textured.


heres the rock face textures and bump. the bumps not in black and white but tbh it just makes the rock face look rough as hell anyway so it doesnt matter. This was done in photoshop with custom brushes made from wood bark ^_^.

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































i have enough time to update my blog. after the last roblem i had to almost completly rebuild the scene up to VErsion 125!!! it turns out during conversion from BMP to JPEG one texture file blew up to 4kx4k. _<. ill post teh entire scene now. be prepared for HUNDREDS of pics!

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.

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 ^_^)

Thursday, 1 November 2007

Some perfect examples of the amber coloration and glow effect. definatly gives it that apocalypsian feel, plus Casshern has so many great scenes that link up great with the project just a shame i cant screenshot em ;_; more posts coming once my computers back on track.