Link to the final piece - https://youtu.be/qd0Kv8O-bT4
Conclusion -
the
focus for this project was to create a realistic 3D piece, and by applying the
new skills learnt and knowledge gained there is a sense of belief that, that
was achieved and that the goal has been reached. Knowing this project would
deliver a lot of problems because of the new software needed to learn, it would
have been more convenient to do some actual tests and learn the software before
the project started instead on learning mid-way through the project, this would
of saved time throughout the project, another situation where improvement was
needed was showing the actual ability of
what’s needed within this project, even though there was a push for the amount
of work that was needed, it would been better if planning was done properly at
the beginning of the project in terms of ability wise and not trying to force
working towards the end. Although after completing this project, the outcome
has been great, with a lot of ups and downs, in terms of learning a lot more
software and techniques, and then being able to apply this to my own project. This
has really helped especially with what is intended for a possible career path.
Thursday, 4 May 2017
Editing, Grading and Colour Correction
To grade the final piece i used after effects and within after a plug in called 'finesse'. because i have used this grading plug in before i felt very comfortable using it again for this piece. i feel it gives a nice professional look to the piece when used correctly. after experimenting with grading i decided that only a little push was needed because i didn't want to over power the shot with grading, overall i think that it turned quite nicely and it adds a nice touch the piece.
For editing i used after effects, what i needed to do for editing purpose was connect the piece to beginning of the shot so that there is a nice back story for the scene.
For editing i used after effects, what i needed to do for editing purpose was connect the piece to beginning of the shot so that there is a nice back story for the scene.
Opening Shot
Because i felt this piece needed a little story to introduce the shot, i decided to have a black screen and have audio play the story, at the start i had a friend read out a police call to say that -
We got a 17 38
Police car stolen
1 officer in pursuit
Backup is required
When this was done it was just the matter of adding sound effects to the piece to make to story connect, things such as police horns, car crash effects. all these effects would build up the story for the scene, with this in now i felt that the shot was complete and now had a meaning behind the actual animation piece.
The sounds were provided by - Soundbible.com
The sounds were provided by - Soundbible.com
Compositing
After the render was done i collected the images from zync and now it was time to composite.
Because most of i project is 3d this meant that there wasn't a lot of comping to do, the main thing i focused on was to add effects such as dust and flares just to make it look like it is an actual crash.
Here is the node graph for scene, as you can there wasn't really much to do.
The first thing added to the shot was a firefly remover plug in, i found when i rendered that there was fireflies on my shot, these were little white pixels floating around. to get rid of this the plug in was used from 'http://muellerstefan.de/firefly-removal/'. this allowed me to work with certain aspects to get rid of the fireflies.
Pretty much after that was about making it look good, for this i used a simple colour correct just to bring out the shot, and by selecting the whites and blacks to integrate the colours much better.
After this was done, it was time to write out and time to edit.
Because most of i project is 3d this meant that there wasn't a lot of comping to do, the main thing i focused on was to add effects such as dust and flares just to make it look like it is an actual crash.
The first thing added to the shot was a firefly remover plug in, i found when i rendered that there was fireflies on my shot, these were little white pixels floating around. to get rid of this the plug in was used from 'http://muellerstefan.de/firefly-removal/'. this allowed me to work with certain aspects to get rid of the fireflies.
Pretty much after that was about making it look good, for this i used a simple colour correct just to bring out the shot, and by selecting the whites and blacks to integrate the colours much better.
After this was done, it was time to write out and time to edit.
Wednesday, 3 May 2017
Troubleshooting.........Part 2
Sooo, just when i was ready to render my final scene i had to do a couple of test renders to make sure everything was ready, i was doing this and i was feeling good about what was being produced.
But then all of a sudden an hour before i was ready to start the main render Vray caused me many problems. The problem i faced was that when it came to around 5-6ish in the after noon Vray would suddenly stop working, every time i would render past this time a major error would come up saying that a certain image location file has lost connection with the administrator.
This really messed me up in terms not allowing me to render at all, and because this was so close to when i wanted render and also knowing that the deadline was two weeks away this dropped my confidence in this project. After speaking to there students about this problem, this situation has come up before. it seems like towards the evening Vray just didn't want to work. it was the same problem every time and something to do with the image error, after doing some research and looking at forums to do with the situation and what seems to be the problem is that when the file location for the render image being saved has lost connection to its server. because whoever is the administrator, when they log off, the file location is no longer there. so this wasn't good for me, because what i wanted to do for the render was to leave it over the weekend to get it done, but due to this problem i had to do something different to get this piece rendered.
This really messed me up in terms not allowing me to render at all, and because this was so close to when i wanted render and also knowing that the deadline was two weeks away this dropped my confidence in this project. After speaking to there students about this problem, this situation has come up before. it seems like towards the evening Vray just didn't want to work. it was the same problem every time and something to do with the image error, after doing some research and looking at forums to do with the situation and what seems to be the problem is that when the file location for the render image being saved has lost connection to its server. because whoever is the administrator, when they log off, the file location is no longer there. so this wasn't good for me, because what i wanted to do for the render was to leave it over the weekend to get it done, but due to this problem i had to do something different to get this piece rendered.
The only situation i could think of at the time was to change the renderer and render over the weekend on my laptop. This did mean changing all of the materials in the scene and then aplying all the materials back on to everything. This would be a very long task but it was the only situation i could do within the time i had.
Introducing Zync
Another problem that was faced after all the materials were changed was that my laptop wasn't powerful enough and it would take over an hour to render, this wouldn't cut it for the final render because there was too many frames to do. To sort this problem out was to send it to a render farm. The render farm i sent it was called 'Zync', this was recommended by a popular 3D magazine, soi i knew this was legit.
The only problem about the online render farm was that it was small business that had money to put into rendering, because i was a student i had to be careful with how much i could do because of the budget i am on. Thankfully because Zync is ran by google they offered a 300 dollar free trial, at first this seemed like this would cover my rendering, but it didn't, i had to pay 70 pounds on top to get atleast 140 frames, this was enough close to what my animation is for my set fmp, but i couldnt afford to do more frames because of the money. After using the 'Zync' calculator i found out that if i was to render my whole animation through 'Zync' it would of cost £3,500 for the animation.
With the outcome of the renders i was happy with what i produced but i needed to somehow get some more renders of the animation, it was tight especially with the time we had left. with this in mind i had to lower the samples on everything which means that the shot would be nosier but it would be needed just so i could hand in something for the deadline, but for the degree show i could aim to get the animation rendered.
Tuesday, 2 May 2017
Lighting
Lighting
The first
thing to do for the lighting was to look at reference at cars whilst they were
in the dark, after looking at the reference, the next step was to create the
illusion of a night time scene with the lighting within Vray. By downloading
IES files, which is real life lighting data, these have been used in a certain
way to recreate a real-life street for the lighting which includes street lamps
and just ambient lighting. With the street
done, the next thing that needed to be lit was the actual car itself, the first
part of the car to light up would be the headlights at the front, by doing this
an actual model of the car headlight was modelled and then the correct
materials were applied using real life reference and then Photometric lighting
for the headlights, the same technique was applied the brake lights at the
back, the challenging lighting for the car was the blue lights on top of the
roof of a police car.
Link to research on lighting on the car at night -
https://uk.pinterest.com/0433ajaychander/lighting/
After a lot of research on the actual light bulbs used for the lights, it was then just a matter of making them look like they are bouncing the right amount of light around in the scene, so this meant looking at actual police cars in patrol and taking reference with how things are lit up wherever the blue hits.
Link to research on lighting on the car at night -
https://uk.pinterest.com/0433ajaychander/lighting/
After a lot of research on the actual light bulbs used for the lights, it was then just a matter of making them look like they are bouncing the right amount of light around in the scene, so this meant looking at actual police cars in patrol and taking reference with how things are lit up wherever the blue hits.
Road
Road
The next
step after sorting out the rendering issue was to create a road for my car to
be over, this would produce the shadows and lighting bouncing from the car,
also this would help a lot in terms of realism for the piece. The technique
used for the road was photogrammetry, this is the same technique used on the
person for the driver. By taking a fair number of photos of a chosen road,
these would be converted into a 3D mesh using ‘Re-Make’, this would create the
3D generated road with the textures from the pictures and make it into a usable
mesh, with this now in the scene I could place it in the scene and with this in
the scene it really made the scene much more realistic.
Troubleshooting
Arnold to Vray
One of the main problems that was encountered with this
project was rendering time. Because this piece is focused on everything being
3D, it would be a heavy render time, so once the car was in a position for
lighting test, it was time to do some tests to look at the outcome of the car
with lighting. The noticeable problem for rendering was when it came to the actual
timing of a frame render, one frame would take up to 2hrs to half only half a
frame, this would mean that my project could possibly take up to eight days’
render, so of course this was a problem that needed to be sorted out. Therefore,
my first solution to getting around this problem was to look at the texture
files, this was a problem because every map that was in my scene was 4k, and
because the main texture software used was quixe, when exporting the material/textures
it would give you 5 separate maps which would include a diffuse, normal,
specular, reflectance at normal and a roughness map. Overall in the scene there
was around 40 textures which had 5 separate maps each, so overall there was
about over 200 maps which were at 4k. To fix this problem the maps would need
to be takes into photoshop and changed to 2K. after re applying all the new
maps to the right shaders, there was an assurance of this working, but when it
came to rendering again it still took a long time to render but not as long as
it did before, but this still wasn’t acceptable for rendering time. Another
solution to sorting this out would be, to go through different renders that accessible
and try to render a frame using the standard shaders as this would help find
the quickest way to find out my results. The renderers used for this were
Arnold, Renderman and Vray. In the end the fastest renderer was Vray, so this
was good news and bad news, the good news was that this would cut down a lot of
rendering time, and the bad news would mean going through all the shaders and
change them all to Vray so that they were able to render. After doing some
research on the reason for the rendering problems, the conclusion for Arnold
not being great for interior rendering is because it is a brute force renderer,
this means when it comes to rendering the samples within an interior space, the
areas not needed, it treats the scene equally, so this would take longer
especially for shadows, unlike Arnold, Vray has something called adaptive
sampling so when it comes to interior rendering it will give priority to
certain areas which is needed for rendering and not waste time on spreading
samples through the scene, especially when it comes to shadows.
Destroying the Car
Destroying
the car
The next step in this project was to destroy
the car as if it has been in a crash. After looking at many reference videos of
how a car crashes and the state they are in after and looking at scrapyards, it
was time to apply the knowledge to my own car. To do this technique, the car
would have to be brought into Zbrush where the main destruction would take
place. Using alphas to create the destruction on the metal helped a lot and
made the car see, as if it was in a crash, to do this method each piece of the car
had to be exported separately and then worked on in Zbrush then imported back
into Maya so that the displacement map could be applied to the car metal piece.
Modelling/Texturing
Modelling/texturing
Using online
references found after researching what cars are used in the force. After
finding blueprints of the car, next step was to start modelling off the
blueprints, because the car was the focus, the modelling had to be correct.
Just by following the shape of the car and matching certain aspects the
modelling of the car got done quick, once the basic shape of the car was done
the next step was to make the interior after looking at a lot of references of
interiors within BMW cars. With the information gathered, it was applied to the
car and with this completed the next step was to texture it.
The texturing was done it two different software’s. the first software used was ‘MARI’ this was used for the car metal and the actual sticker pattern that is on a police car. After doing research on the actual pattern on the police car it wasn’t too difficult to do, because this was done in ‘MARI’ there was lot of control over creating the shapes that match the ones on a police car.
After the outer shell for the car was done, it was time to work on the interior for the car. The software used for this was ‘Quixel’ this software is a part of Photoshop and allows you to in a Photoshop style but allows 3D work in there as well. This programme was extremely useful it helped so much with time and just simply getting the work done, using the materials in Quixel, these materials would be applied to the correct piece within the car and then altering the materials using masks to add certain features onto the different materials. After applying this to the individual pieces of interior it was ready, it was time to start bringing all the parts together and building the car up using the textures and applying the different maps through the shaders within Arnold Because Quixel always exported 5 separate maps so with these maps you would need to plug them into their channels within the hyper shade.
For each piece of the the interior i exported a diffuse map, normal map, reflection map, reflection at normal map and a specular colour map, this would be used to separately alter the materials to match the scene after so i could get the best outcome for the materials.
Recce
Recce
What made a composition idea interesting was
that this piece would look more appealing if it was a night shot, this felt
that this idea was the right path to go down and this would benefit the
project. This would allow a lot of experimenting especially when working with
night. To carry on, some recce shots were needed so an idea could be put
together visually.After taking the shots of the street i could do some quick mock ups in Photoshop to get a better build for what the potential shot could be. Using these mock ups i could then use it as a guise to create this in 3D
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