Thursday, October 23, 2014

Visual Effects 2: Lesson 3

Visual Effects 2 (VEF2)
Lesson 3: Final
That's the Way the Cookie Crumbles!

My Video

This project was a little more free in what we we're
able to do. We could pick any program and attempt
any effect, as long as it wasn't one we had done before.

This is where I finally got to play with Viscosity in liquids.
I also did another fire in this one to add to the scene.

Research:
For this last project I decided that I wanted to try viscous liquids. Something I haven’t had the chance to play with before. It was interesting to see the different viscosity in liquids. The way they could fall into a pile and keep its shape for a few seconds before finally melting into each other and just becoming one large seamless pile with no evidence of the form is originally had.
We we’re shown in lecture how to make viscous liquids in Houdini, and at first I was going to as well because I had already been shown how to and it would make things easier for me. I was challenged; however, to try it in Maya instead and so I did.
It didn’t take long to decide just what to do when I came across a video of chocolate. It looked fun and meant I could make something a little fun. I created a tin and a crust in Maya with the goal of filling it by pouring in chocolaty goo. To add a layer to it I decided I wanted to try and add a fire to it afterwards to show a sort of baking process, and to also add more effects to the over all final.
Getting to the point of pouring a liquid from and object into the tin proved fairly easy, messing with the settings to get it to look thicker and gooier was a small challenge however.
Every reference of chocolate I found, both real and simulated, had a different consistency and texture as it was poured.  I had a hard time perfectly mimicking any of them, but in the end I think I got fairly close to a decent melted chocolate look, even if it looks like a really thick and blobby chocolate.
The second part was not hard to do, considering we had just done a fire in the first project. So I mimicked my original fire to create the flame beneath it. I know most ovens you don’t see a fire, but I wanted something a little more pleasing to the eye; and of course to have a second visual effect in the project as well.
For a small final touch I played with the textures a little. They’re all basic and simple but I worked with keying them. The marshmallows became darker and the chocolate became darker as well as losing some of its shine, almost like a brownie might look after baking. It’s nothing big just something to add the extra touch of watching this dessert being made.

References:
Blender Chocolate: http://youtu.be/Egkyj9Kzseg
Chocolate Color Change: http://youtu.be/ZfO3Xmpr6ik




Visual Effects 2: Lesson 2

Visual Effects 2 (VEF2)
Lesson 2: Houdini Pyro
Smokin'!
(Yea, not sure what's up with the Jim Carrey references this month)

My Video:
This was a tricky project, Houdini is still fairly new
to me and it's still scary to step into every time. 
This time I decided to do smoke instead of fire, Maya
sort of drained me of staring at a fire every day.
Specifically I wanted to make dry ice, the flowing water like
effect of smoke. 
It was fun to make, and not as hard as I thought it might've been.
I did however run into a fun issue of Houdini not accepting
textures correctly, causing my renders to be horrid eye sores.
So it ended up being just a nice black and white video.
I thought it added to the spooky effect personally.

Research:
For this project I decided I wanted to try smoke rather than fire this time; just to work with different settings and movement. After looking around at what type of smoke effect to do, that wouldn’t also need a fire with it, I decided that it’s Halloween time, why not do some ‘spooky’ dry ice effects.
It wasn’t really hard to find video and photo reference of dry ice, its all the same very heavy almost liquid flowing over the container. I also think keeping it light and wispy might be a challenge too.
Another challenge I’m going to have to put some thought into it’s the flowing direction, most the things we do, with smoke and fire, flow up. Dry Ice; however, flows up and then back down, while forming around the shape of its container.
So coming back, getting the feel of the wispy light smoke turned out to be fairly easy, however it’s taking a few trial and errors to get it to flow like I want. I thought maybe keying its direction would work. It would flow up to the lip and then right back down into the cauldron; it wouldn’t flow out and over the edges. Asking for help, it was suggested that I just make the shape over the cauldron and slightly larger than the cauldron lip. I wouldn’t have the flowing up and out motion like originally planned, but it would for it to flow down and around the object.
It worked, it now flows down about half way before dissipating off into the air, the spooky effect I was looking for. Now I need to set up lighting and texturing to really set a good feel to the whole thing.

References:

Visual Effects 2: Lesson 1

Visual Effects 2 (VEF2)
Lesson 1: Maya Fluids Fire
Allllllllll Righty Then

My Video:

My Inspiration:

Sadly I could not get my fire to move as fast as his
and still look decent as a fire. Something I'm sure
I could still work on in my own time if I ever get
curious and really want to see it done.

The main point of this was to make a fire using Fluids
this time in Maya instead of particles. It's a tricky
monster with dozens of settings to effect just
how its going to flicker and dance. But it certainly
looks much more like a real fire than the particles did,
but I understand how rendering particles is a little nicer
on your machine. 

Research:
My initial idea when told we we’re going to be doing a fire project was a torch. The idea stuck with me and I couldn’t create another idea to get away from it. The first couple of references I thought of we’re the movies; Indiana Jones and The Mummy. I knew both had torches at their moments, but I had trouble finding a video reference that had focus on the torch for more than a second or two. That’s when the idea of Ace Ventura popped into my head. I knew the scene in the cave he had a torch, and the torch was an important prop in this scene so it would have a little better focus on it.
Also the scene gave me a bit of a fun challenge. In it he whips the torch back in forth in a furious manner, enough to make the fire make sound. So I thought it might be fun to try and mimic this scene. Not only getting the torch to look like a real torch but to see if the I can create a similar fast movement to make the fire react as it did in the video.
I found the video reference I was looking for, but seeing at the movie is a little older the quality wasn’t the best, so I found a short video of an unmoving burning torch, so I can at least see how the fire acts on a torch, I also understand that there are several ways to make a torch and all of the ways would for the fire to act differently. Considering I can’t truly tell what the one in my reference is, I’m treating all torches the same to possibly save me some time.
I also ran across a few videos of other people using Maya fluids to make fire, and grabbed one for a movement/ ‘thickness’ comparison, to make sure that my fire really does feel like fire and not too light or too heavy.
The biggest issue I’m afraid of running into is not being able to make the fire look real while it moves, considering I want it to move with speed not in a slow manner. We were shown how fluids get choppy when they move fast, and I want to try and get past that, if it’s possible. Also in the video reference the fire sort of fades out as it moves, its doesn’t stay as solid when the torch moves away from it.
I also debated between using Maya to color the fire or using the suggestion of post coloring it. I have been shown a few tricks to make the fire a realistic color in Maya, so I may decide to play with it for now to save me some time for this first project.


 References:

Ace Ventura: When Nature Calls

Unmoving Burning Torch

Short 3D Fire Reference




Sunday, September 28, 2014

Character Animation II: Project 2

Character Animation II (CAN2)
Project 2: Sound Clip
Back In Style

Our second assignment, probably the most freedom
I've been giving on an animation project. Our
goal was to pick a sound clip from a group given
to us, and then decide what might be going on in this
scene and create our animation from there. The
biggest rule was to not pick a sound clip if you
knew what movie it was from, which made sense;
it was to keep our animation from being influenced
by the original scene. 

I pictured my scene happening in a really ritzy mansion,
but considering we need to keep our props to a minimum,
I just gave him a glass of wine, and then made the picture
frame on the wall to show a sense of taste in the character. 
I struggled a little with figuring out how to make his
attitude and sass really show through in this scene. 
But over all this project was more fun to animate because
it focused on getting the facial expressions to match the
timing of the sound while making sure that these could be clearly seen
even with the movement of the body.

Pre Pro

Exploratory
This one was harder for me to decide what so of angle I
could use to tell this story. But I certainly had more
possibilities in my exploratory poses, the ways I 
could do it; sitting, bending down, belittling using
height. 

Storyboard
Took a bit to narrow down what I really
wanted to do for this, and in the end the animation
differs from this, as I ended up using more 
poses that I had not previously thought
of.

Breakdowns
Understanding anticipation a little more
this time around, I think I was able to
do this better. Thinking on things like pushing
a pose to far just to settle back into the
pose I really want, just to add a little more life
to the character.

Friday, September 26, 2014

Software Technology: Research Project & Vehicle

Software Technology (STE)
Research Project & Vehicle
Feels like 3DF All Over Again

To start out this class was to open our eyes
to programs that weren't Maya, yet are
used to do the same things Maya can.
We were introduced to two programs,
Soft Image and Houdini. Both we're
strange to learn, though Houdini
felt a little like the crossbreed of Maya
and Nuke. While Soft Image just completely
messed with everything we knew about
modeling programs. I picked two projects to
showcase, one that used Soft Image and one
that used Houdini.

Research Project
Marble Machine:

This was fairly simple, yet there were still complications.
It took several aspects that we had learned with various
mini projects throughout the months and threw them
into a single concept. Only with this project we had to
fend for ourselves, no helpful videos or guides, just
new knowledge and the internet. I did this with 
a partner (groups were permitted); Alex Lempel.
The hardest part of the entire thing was figuring out just
how to make the marble interact with the other objects properly.
It was a matter of a couple of setting changes, but when you're
still learning you don't always know of these simple things.
In the video you can see that we still struggled with
getting the marble to run smoothly through
the coil, the teacher afterwards told us a few quick
ways to fix it for future issues. It was an interesting learning
experience, but it really helped with understanding Houdini.


Vehicle
1967 Chevy Impala


Considering two things: One, I've never modeled a car before
and Two, I've never touched Soft Image before; 
I think this came out fairly decently. It took me the entire month
to get this baby done, obviously struggling with the new program
as well as trying to keep good topology; it doesn't have the greatest detail.
Also I wish there was a smooth tool, if there is one I couldn't find it, 
inside the program to help this thing from looking like its full of dents.
And most people would, hopefully, be able to tell what
this was from just a glance. I might take this into a program
I'm more familiar with, like Maya, and polisher her
up to make her look a little cleaner and more complete.
I'm personally proud of this, considering modeling isn't my forte,
and think that its a great first car.

Tuesday, September 23, 2014

Character Animation II: Project 1

Character Animation II (CAN2)
Project 1: Pantomime
Everyone smile! -Blue Steel-

Our first real animation project since CAN1, which I struggled
a lot in. This time around I think I may finally have gotten the
hang of how to do a walk cycle. Our current teacher expresses
strongly how important it is for us to really understand how
to animate a walk. So while teaching us new things, like facial
expressions, she continues to encourage the walk.

This particular assignment focused on an emotion change,
and how to really express an emotion based on a certain 
senario, all while doing both a walk and the other fitting
actions for the scene. This was my second or third time 
doing a walk cycle this month, and I had finally
began understanding it; I think it shows too. I also
got to have fun with the rest of my animation by going
Looney Tunes style with my reaction. 


Pre-Pro
Exploratory
Showing my possible camera angles to try and get the
best out of my scene and actions. As well as testing a few
of the more extreme poses to see how well they could
be in silhouette.


Storyboard
The story boards didn't need to show the walk for more
than a couple of frames because she wanted to make sure we placed
in everything we need for the proper reactions.

Breakdowns
Showing any anticipation that we need to go from
one extreme pose to another to make it more interesting
rather than just going from point A to point B.



Friday, August 29, 2014

Visual Development: Lesson 4

Visual Development (VSD)
Lesson 4: Compositing
Oh how I missed Nuke

This project, was really fun and really simple. We needed
to render out our last project in passes with each light in
a different layer. Then we needed to bring them into Nuke
and relayer them together, all while giving any color corrections
we may feel are needed. I made my warm light warmer and more
orange in color, my cool light was given a soft blue color
similar to the sky. And my key light was made softer and less bright.

After all the color corrections were made we had to add
a vignette and a blur to it. There we're any boundaries, it was
all mostly to make us explore in Nuke and to really just have
fun with our project. So I made two renders, a more serious one
and then one that looks like it belongs on instagram. 

It was all fun and I loved being in Nuke again, its a program that
I understand with ease and was happy to be able to learn more
in it. All my changed were subtle but all of that adds up to make quite a
different image than what I started with.