Wednesday, 4 December 2013

Week 13: Polygons

After trying to light and render in maya and finally comp in nuke I have realised I most definitely need to brush up more on these techniques. I need to know them and definitely need to familiarise myself with nuke, which at this stage seems like it will be a long and difficult journey based on the past few hours.



But I am happy enough with the outcome over-all.




Week 13: The never-ending Nurbs adventure

Finally, somehow some of the images in the render farm did not render and so I rendered the rest myself...then afterwards realised I'd rendered from the wrong scene... great. Thankfully, the process was not too time consuming, as I was only short about 25 frames. So well I got there in the end:





Week 13: Nurbs

Last minute rendering, I had hoped to receive my renders today, but unfortunately they could only be put into today's render batch :( so, it's all a waiting game for the camera movement.

For the stills with the ambient occlusion however:


I was having a few glitches getting my ambient occlusion to work, turns out it was an easy-enough fix.








So this is the reference image:









Monday, 2 December 2013

Week 13: Polygons

Polygon shoe finished textures:










                                      

Next up: Lighting, Rendering & Compositing.






Week 13: Poster


Handed in my research poster for printing today and I am not going to lie, I am terrible at poster design.



Despite being a creative person, I prefer to use my words when explaining an idea or a concept. This became clear in my text-ridden poster. I really should have made the poster more clear, broke up the text with clear sections and used less text.  Visually the poster could have been improved, however I definitely feel my message was clear and that the images assist in the understanding of the topics discussed.

After a lot of deliberation, I decided to continue with the idea of 'believability' in CG characters but within the team project, my focus would be looking at how to make the character look real in a live-action environment. The character will not look like he/she belongs in the environment, just (hopefully) that they appear to actually be in it. It is this concept that I am aiming to create by investigating the factors involved in perceptual believability.