At the start of this project, we were brief to work on this year's upcoming National Day Parade VFX. We were assigned to carry on the work of the previous batch, mainly the ocean scene, Bukit Ho Swee fire and a scene that depicts the SARS attack.
For this project, I worked on the Bukit Ho Swee fire scene. It was pretty messed up at the start as we had to organize the files and also find the files we are suppose to work on. I was also introduced to a plug-in in maya, Voronoi Shatter, for the shattering of the village huts.
I am required to create a village scene by adding in models of huts into a maya scene, shatter some of them and then add fire effects on to them. I started this project by looking for reference image on the internet and try to get my scene to look as close to it as possible.
Week 2 & 3
I was asked to model a few huts and also texture them for the use of the Bukit Ho Swee scene.
I was also introduced to a new shattering plug-in for maya, Pull Down It (PDI). This plug in is alot more easier to handle compared to Voronoi Shatter. I started to try the plug-in out so that i can get familiar with the plug-in for the actual scene.

During these two weeks, I tried to populate my scene with the models available for use but i couldn't get it right as my populations doesn't look like a village. I then decide to use the village scene from the previous batch and shift around the huts to get a more accurate position of Bukit Ho Swee.
Reference for Village Layout
Village Layout
Pan Across Camera Movement
After the camera is settled, I carried moved on to the next part of the task. I added the shattering effect to some of the huts for the pan across shots, while Wei Xiong works on the fire for the huts.
Pan Across Huts Shattering
After i am done with the shattering and baking the animation of the pan across shot, I passed it to Wei Xiong so he can put the fire effects into the shots. We then created render layers and set the file for render.
Week 4
Wei Xiong and I started compiling the pan across shot in nuke. Aside from the maya fire effects, we slot in stock footages for the shot, such as the fire in the foreground, midground and background.
Pan Across shot Nuke Compile
After we are done with the pan across shot, we moved on to the close up shot.
Close Up huts shattering
After Shattering and baking the animation of the huts for the close up shot, Wei Xiong proceeded with the adding of fire effects into the scene. We then created render layers and set the file for render. We then compile the shot after the render is done. Aside from the maya fire effects, we also slot in stock footages for the
shot, such as the fire in the foreground and background.
Week 5
Close Up shot Nuke Compile
Wei Xiong, Vincent and I helped the motion graphics on some of their scenes in maya. I help them animate the movement of the kite and also shift some of the keyframes for some objects in the scene which indicates a combination of all race.
Week 5
I completed the top view shattering and baking the animation of the huts and Wei Xiong added the fire effects.We then created render layers and set the file for render.We then compile the shot after the render is done.
Top View huts shattering
Top View shot Nuke Compile
After completing the 3 shots, I went to create a rain sequence in maya using particle effects for Vincent's ocean scene.
Particle Rain
We were brief to carry on a project from the previous batch. We were also told where can we find the files and we had to organize the files. I was assigned to light 2 shots, shot 20 and shot 24.
Week 7
After asking Mr Sridhar on casting light on alien, I went to gave it a try before adding it to my scene. I created a few objects for the light to cast on, then i created a cube and altered the shape before i created a motion path and snap the object to it. After i snap the object, i created a surface shader and assign to the object, mapped a ramp to the out color, tweak the values, and exported it as a texture. I also used the "flow path object" function in maya to that the object won't make a very sharp turn. I then up the color gain of the texture and toggle on my final gather so that the object will be casting some light using the final gather.
We were also given a new task to texture the alien model. Wei Xiong, Vincent and I decided to each texture 1 version so we can have more variety to choose from. I started to find reference and also textures that can be use for texturing the alien.
Week 8
I started to texture my model.
Week 9
We were told that the new model was in for texture and we had to texture the model again.
Textured Arm guard and claws
Textured Mask
Final Product Front
Final Product Back
Week 10
We imported the new model and textures into the scene and i tried to finish up my lighting for shot 20. However, the shot turn out quite dark after i compiled it.
Week 6
We were brief to carry on a project from the previous batch. We were also told where can we find the files and we had to organize the files. I was assigned to light 2 shots, shot 20 and shot 24.
Shot 20
Screenshot of WIP
Render for lighting test
Shot 24
Screenshot of WIP
Render for lighting test
Week 7
After asking Mr Sridhar on casting light on alien, I went to gave it a try before adding it to my scene. I created a few objects for the light to cast on, then i created a cube and altered the shape before i created a motion path and snap the object to it. After i snap the object, i created a surface shader and assign to the object, mapped a ramp to the out color, tweak the values, and exported it as a texture. I also used the "flow path object" function in maya to that the object won't make a very sharp turn. I then up the color gain of the texture and toggle on my final gather so that the object will be casting some light using the final gather.
Screenshot of light casting on objects
Playblast of light source moving through object
We were also given a new task to texture the alien model. Wei Xiong, Vincent and I decided to each texture 1 version so we can have more variety to choose from. I started to find reference and also textures that can be use for texturing the alien.
Some of the Reference found
Some of the Textures found
I started to texture my model.
Week 9
We were told that the new model was in for texture and we had to texture the model again.
Completed Texture
Texture upper body and lower body
Textured Leg and Toes
Textured Mask
Final Product Front
Final Product Back
Week 10
We imported the new model and textures into the scene and i tried to finish up my lighting for shot 20. However, the shot turn out quite dark after i compiled it.
Shot 20
Screenshot of WIP
Render of shot before render
1st try of lighting with new model and texture
Week 11
I edited the texture of the alien, the leg area, so that in the scene the alien's leg wouldn't be pitch black.
I animated the handrig so that the hand wouldn't look weird in the placement and I finish up editing the lighting for my 1st shot, shot 24, which was assigned to me, thus finishing the shot and set for render before I compile the video and finishing it.
Week 12
I finish compiling the video and I also completed the breakdown video for both of my shots.
I edited the texture of the alien, the leg area, so that in the scene the alien's leg wouldn't be pitch black.
Before
After
Shot 24
Screenshot of WIP
Render of shot before Render
Shot 24 Nuke Compile
Shot 24 Final Render
I finish up editing the lighting for my 2nd shot, shot 20, that was assigned to me as the 1st render was too dark and I set it for render.
Week 12
I finish compiling the video and I also completed the breakdown video for both of my shots.
Shot 20 Nuke Compile
Shot 20 Final Render
Shot 20 Breakdown
Shot 24 Breakdown
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