Thursday, 24 April 2014

Week 28: Mastronauts - Projection tests

For the transition between the library and the exterior shot, Tom, Kieran and I think that we may need to recreate the library with projected photo-realistic textures and I have been looking into this in further detail (after having done a great deal of it during the Going Live project).

We discussed simply having simplistic shapes to represent elements in the room and just projecting textures.





I've found myself following a number of tutorials to try and get this right, and although I know most of the issues I'm encountering must have simple solutions, none of the tutorials seem to cover them.

The first tutorial required the use of a locator (camera rig) to try and move the cuboid into place and match it to the image-plane as closely as possible.

Then came the projection stage:



I started off using a basic lambert shader but then realised that the light was messing with the believability.


I then moved on to using surfaces shaders as these are unaffected by lights in the scene.





The only issue I've had is getting the projected texture to sit correctly on the object. I think this will require a little further investigation. 








No comments:

Post a Comment