Categories
Collaborative

Week 3: Collaborative

This week it was time to decide which group to fully commit to and I decided to go with the Cat Kaiju game. Part of what helped my decision is I was able to find someone else who didn’t have a group yet who was interested in the Ghost project so I no longer felt like I had to provide my help to the other group. Once I joined the Cat Kaiju group we had a meeting together to catch me up with what their project consisted of and what was needed from me as a VFX student. We spoke about the game, what systems they wanted implemented, what that meant for me as a modeler as that would be my predominate role and what I needed to research in the coming week. What I would need to research is Cell Fracture exists in Maya in comparison to Blender which is where the feature is from as it pertains to how the buildings will be destroyed in the game. Alongside that is the architecture styles that they would like me to mimic for the buildings I would model.

The styles they wished me to look into are Neo Futurism, Brutalism and the styles of XCOM 2 and Blade Runner. As the games asthetic would be cell-shaded and cartoony as to keep the tone light but ultimately wanted a rich and wealthy upper city represented by the Neo-Futurist aesthetic and poor undercity with the Brutalist aesthethic. XCOM and Blade Runner were given to me as well in order to see how I can maintain a visually ‘sci-fi’ reading for all the buildings as this is a sci-fi game.

Categories
Maya

Week 13: Maya development

This week was focused on finalizing, for the most part, the entire Rube Goldberg machine scene. It took a long time to bake my simulation as a series of errors kept occurring that eventually my classmates and I figured out a work-around. After successfully baking my animation it was time to move on to texturing.

UV for Marble Table

I got my textures from Quixel Megascans and I had to research again how to properly set up textures on Arnold using the hypershade tool. Mostly the issue was figuring out what to do with the Normal Maps I received on some textures. Though some UVs were/are difficult to handle and have resulted in some strange texture issues that I need help in figuring out.

UV/Texture issue

Beyond that texturing wasn’t a huge issue, though I’m having issues with the metal textures as they all seem to show up pale white which resembles a totally untextured object yet I know they are linked up properly. This is something else I’d like to look into. Beyond that the scene is totally finished and ready to be rendered out once these issues have been addressed.

Categories
Nuke

Week 13: Nuke Development

This week for Nuke Development in class we went over more advanced Projection techniques to use in our 3D match move and had to apply them to our ongoing garage project. Getting my head wrapped around using 3D space in Nuke alongside the nodes and set ups to use these projection techniques was not easy, but after about an hour I was able to figure out, for the most part, how this set up functions and how to emulate it using all of the 3D nodes available.

Marker clean up

Starting with marker cleanup I had certainly improved in my organization of my timeline and using backdrops to keep track of what each set of nodes accomplishes making corrections a lot easier. While figuring it out the first time was difficult once I had understood it the rest was simple

Rotoscoping

Rotoscoping while arguably a much simpler looking set up was the most time consuming, especially when it came to the finer edges of things like the lamp. Using the 3D merge node I was able to combine them to create what should function as a seamless transition between the three versions of this roto which help to fill out gaps that occur in the roto as the wall gets closer. However as can be seen there are some visual issues with this that I need to address

The visual issues are far clearer here in the rendered out video and is something that I need to address. The patches as well don’t come up as rotoscoped visually with the grade but that is because they are a separate card from the roto which if layered on top would show the markers again. However this is a purely visual issue and functionally works as a fully roto’d and functional piece.

Categories
Collaborative

Week 2: Collaborative

This week we had a huge meeting with a lot of the MA students in the canteen to all get together with people that shared our interests and exchange ideas. Despite 25 people having written up their interests in the topic of everyday object to fantastical object only 6 showed up to the meeting. As a result the range of ideas presented wasn’t very large and not many people had a solid foundation for an idea that I wanted to explore as well.

Later on though we were able to roam around and look for other groups that might have ideas that interest us. I was able to come across two groups, one that wished to make a stylized game about a Cat Kaiju, meaning a giant cat that would destroy a city.

The sign they held up at the meeting

The idea is fun and cute and has me interested in working with a stylized approach to modelling and effects which is something I wish to try.

Another group that interests me is a VR game that would use hand tracking to track the play using hand gestures to exorcise ghosts based on East Asian folklore. They were inspired by Ghostwire: Tokyo for the hand gestures which in turn are based on Kuji-Kiri.

https://en.wikipedia.org/wiki/Kuji-kiri#/media/File:Kuji-kiri02.png

As a horror enthusiast and someone who grew up in Singapore with a lot of these ghosts as part of my upbringing it the project does interest me. However as it stands the group that was looking for VFX people still is uncertain about if they will go with this angle and the only thing for certain is that they want a VR game reliant on hand tracking, an example of such a game would be Elixir by Magnopus on the Oculus Quest.

Thumbnail from https://www.youtube.com/watch?v=8ystXtFqvys

As a result I’ve tentatively gone with the Cat Kaiju game as while it doesn’t interest me as much the team there already has a very solid foundation for their idea. They have an agreed upon premise, they have a style in mind and a clear vision for what they want. As it was very difficult for me to find any groups that weren’t already full or didn’t need a VFX student I am more likely going to go with the Cat Kaiju game as it is the more fleshed out project.

For certain the most difficult part of this week and likely the entire project is getting started. Trying to find a group and something that interests and challenges me is not easy and getting this enormous task underway is incredibly challenging, but if I pace myself and organize my time it is most certainly do-able.

Categories
Advanced & Experimental Nuke

Week 12: Nuke Development

This week we spent going into further detail on both the 3D scene development and tracking that Nuke has but also our larger project for the semester. We would be tasked with tracking a scene and then placing in a machine and blending it with the environment. The first step of which is to track a scene and then remove the tracking pads that were placed into the scene. Our homework task for this week was simply to track the scene and place some 3D guides to the floors of each part of the shot and on each tracking node.

the hardest part was actually organizing the scene given so many axis nodes were needed to place down the cones. Thankfully I had been taught some better organization tactics since the last time and broke the single scene into multiple scene nodes. One for the foreground cones, one for the background and one for the planes. This let to a much more readable script.

Categories
Advanced & Experimental Maya

Week 12: Maya Development

This week was spent finalizing a design for my Rube Goldberg Machine pictured below.

The idea being that at the end the ball will knock into a lightswitch which I will manually keyframe and animate turning a light, thus completing the action of the machine. In order to take some inspiration for the design I watched several youtube animations of Rube Goldberg machines to see what kinds of things they used that I could incorporate like pipes, dominos, swinging objects.

Specifically one animation I took inspiration from was this one:

Namely the pipes with the holes in them so you could see the ball pass between them was something I wanted to recreate.

After designing it with floating objects I then did my best to ‘legitimize’ it by adding extensions and a wall for those extensions to be housed on so that the objects weren’t floating but instead attached to something.

For the inspiration for certain objects I had been thinking of going with a wood and marble modern aesthetic. Very light and simple to read and should make for an aesthetically pleasing appearance when it comes to texturing.

I would say the hardest thing this week was trying to manage Bullet. They physics simulation would often break my Rube Goldberg machine when I added a new physics object to the simulation, regardless of if that new object even interreacted with anything. As a result for testing there was a lot of painstaking time taken simply to re-set up the machine and run through it again and then adjusting it and running again and changing things to get a set up that worked consistently across the board.

Categories
Collaborative

Week 1: Collaboration

This week was primarily focused on getting an initial idea or topic that we would be interested in. I decided to go with the topic “Everyday object turned into a fantastical one”. With this topic in mind I had two ideas, on a surface level one and another more interesting one.

The surface level idea would be to take an everyday object like a microwave and converting that into a variety of different aesthetic settings like for example Cyberpunk which is a popular aesthetic currently. An example would be this

Credit: Jakub Ziejewski https://brushief.artstation.com/projects/YexyQP

More interestingly for me would be not altering the object physically but instead create a piece around it that exposes how fantastical some of these everyday things are. For example a phone. An animation or VR experience could be made around how a phone connects us in ways never before possible and exploring that.

https://medium.com/@sym.goddard/does-technology-really-connect-us-or-are-we-becoming-more-socially-isolated-71441780ec4d
Categories
Advanced & Experimental Maya

Week 11: Maya Development

This week we started up a new project, a Rube Goldberg machine, in an effort to familiarize ourselves with using Maya as a simulation tool and with physics in 3D development environment in general. To fully grasp how simulation affects our work and results we created a manual animation first of a ball falling down the stairs

As well I did some testing with Bullet within Maya.

Afterwards we constructed a simple 3D scene with objects that we designated as passive and active in bullet to function as physics objects. From that initial testing of the physics and changing object’s settings was done to better grasp how Bullet works. We were then tasked with planning out a Rube Goldberg machine which I have planned out here in my notebook.

The most complex shape of this system so far is a funnel which it’s inspiration can be seen behind it and I, quickly, modeled it. Seeing how quickly I could do it made me excited as to me it was a clear sign of my development as a modeler.


Though a lot of the shapes in this machine are quite simple this leaves room to focus on texturing the objects to bring together a clean and cohesive environment.

Overall the most difficult task for me this week was keeping up with the quick pace of learning in our class but I managed to do it.

Categories
Advanced & Experimental Nuke

Week 11: Nuke Development

As the start of a new term were introduced into more advanced elements of nuke. This week we focused on the 3D development aspects of Nuke. We learned about how to import models from Maya into Nuke, Nuke’s own texturing abilities and on plate flattening from the lens of the camera it was shot on but most importantly we focused on 3D scene construction via the 3D tracker. This was the most focused on aspect and of course the most difficult.

My finished scene

While managing how to use the tracker itself to track the 3D environment isn’t difficult using its output, the Scene+, was for me the most difficult part. Mainly the issue is figuring out how to read the massive output of it and discern what is and isn’t necessary for its final implementation on a clean plate. As can be seen I need to improve my visual organization as its difficult to follow.

Categories
Nuke

Week 10: Nuke Development

For this week we reviewed each other’s balloon project work and talked about what we had learned throughout the last 10 weeks, consolidating what we had learned. In addition I received some feedback to my video and the major one was the addition of sound which I had overlooked thinking we weren’t meant to add any sound to this project. Since then I’ve gone back and added it and re-rendered it. The work is presented down below.

Without VHS Presets
With VHS Presets