Showing posts with label projection. Show all posts
Showing posts with label projection. Show all posts

Monday, 28 April 2014

Week 29: Mastronauts - projection continue


So I tried yet another tutorial and was getting similar effects...However, unlike being stretched vertically,it appeared to be the opposite. 



So I broke down the possible factors that could be contributing to this. I had gone through most of them in my head in the last tests but because this was slightly different from the others, I decided to go through them again.
It turned out that it was a simple error on my part (this time round) in that although the projection was coming from the projection camera, the render was viewing the projection from the perspective camera - despite the actual shot being from the projection cam...confusing. Nevertheless a very simple fix. Although I had checked this in the last tests, I had neglected to check it this time round.


Lambert texture again - affected by the light in the scene.


Surface shader - unaffected by lights in the scene.


Although I was naive in underestimating the task, it was not overly complicated (third time round). Nevertheless, what it has done is confirmed to me that this will be a rather complicated effect for the shot we will require. I'm unsure, with the complication of the shot, that we will manage to use this sort of method to do it successfully as there will be a moving camera, that moves through the scene. This means that the perspective of objects in the room will be changing, meaning a great deal of cameras and projections will need to be matched up to recreate the entire scene in this way.

The guys and I are meeting on Thursday though, so we will likely discuss this shot in more detail.

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. 








Monday, 17 February 2014

Week 21: Going Live - Forever Texturing

Ok so, I've been meaning to post this up for a while. Rebecca and I have been messing around with projection in mudbox and maya.

                                  

This first piece is more of a  concept. The texture was projected on in maya (if I remember correctly). But there was so little control over where the texture sat. There's just a backdrop and light thrown in there too, to help create more depth.



                                                                     UV map


                                                     Texture created in Mudbox & PS



Elements put together in Maya


This is just like the test Rebecca previously posted, checking the projected texture against the map (obviously it's not in the right place, but you get the point).

The method that seemed to be easiest was to apply the paper colour/texture of the map as an actual shader and then to project the lines on top, placing them where we wanted them and just updating the changes from the projected stencils in mudbox to the existing shader. Once the lines were on the 3D model, they seemed to be less sketch-like. I think we'll need to tweak the stencil a bit. It's not perfect, but it is getting there.