Monday, March 4, 2013

more tests and photoshop stuff


ship that I just uploaded


photoshop fun.



camera projection + matte painting test


first shot test


photoshop fun.


fixed material settings + light
(not so sure about this composition)

only reason why I wasn't getting any specular for my spec pass was that I had zero reflection for all my environment props :(
well at least I fixed the prob




tried some quick photoshop touches 

i really hope the stock fog footage looks nice...

Test render of ship


just felt like posting up some test renders (with no motion blurs).

I succeeded in generating procedural terrains for my background.
I used Vue to generate and export them to obj...
I couldn't export the color/bump maps because the UV's get messed up.
(bump maps don't work anyways. I tried exporting super high poly meshes and it still won't
generate it properly. no details, no point)

so I ended up using substance as procedural textures for the terrain,
and I just applied shaders for the background mountains. 
the mountains are high poly (I want the lights to hit them so it makes that detailed shape),
but since it only has shaders in it's not much of a problem to render with several of them in the back.
SWEEET.
now I can just put in some matte paintings further back.

New revised previs (rough edits)




I apprently need something to fill in for the last shots instead of just going back and forth
between same shots.

Thursday, February 28, 2013

Terragen tests.


lol too much clouds.



done?


added some rocks on the foreground
(maybe a bit too much)

Soooooo....I was thinking of making matte paintings using this procedural-generated images in Terragen....btw I used a free version for this test.
(but yea now I have a crack version to work on....no longer restricted to this tiny resolution)

Only problem...how am I gonna export that and render in Maya using Vray x___x
I have to research more for that

Oh and I was also gonna use Vue, but cgpeers was down...and I was just playing around with Terragen, and realized tpb also has a crack for that program.
(Also many ppl say Terragen is better for terrains...and Vue is more for ecosystems)


...
the plugins I need to use to export my color/heightmap files are so old, I don't think it's working for the current version (Terragen 2.4)
:(

I'll try Vue when I get my hands on it.



Sunday, February 17, 2013

ship textures done!


(direct screenshot from Mari)

yipeeeeeee!!!!

..had trouble making bump/normals for the plate seams...sooo whatever. lol
now I can test my renders


maya vray render


Friday, February 8, 2013

Benefits of packing UV's tightly


this is done by hand, and scaled larger after automatic-layout(by world size)


close-up shot result. (4k map used)


for the same meshes, now I tried that automatic-layout again and just left it there
without fixing anything.


same camera shot + same 4k map result:
blurry! 
look how much UV space I wasted for this one!

lesson learned.
for close-up shots, pack 'em up with your hands.
(for extreme close-ups, you might need to go for 8k textures...but
I don't need to go that far with my thesis)



Thursday, February 7, 2013

Ship's UV layout fixed


I divided it into 4 parts: white, gray, black and red.
White is more like (white)painted metal for the outer plates..
gray is just metal, black is more of a heat-resistant? metal
I don't know how each part of a plane/ship is made of, so I just call all of them metal lol
Red is not UV'ed, it's just shaded in red and I'll apply material ID on it when I render
so I can make them glow when I composite...



(this had the most polygons; also I had to scale up some parts because I'm gonna have detailed textures on those parts. then I tried packing them up...and oh god.....)



(this one doesn't have to packed that tightly anyways, but I did pack them tight, scaled them and arranged
some of them so it doesn't look too messy around the main meshes)

Separate UV layouts for 3 different materials.
it took hours to pack all of these tightly in space (so I can scale them larger
and use more space....I'M NOT USING 8K TEXTURES, 
it's too big....I'd rather spend time packing these UV's and scaling them up
so I can use more UV space....instead of wasting all that space
and ending up with twice the render time)
4K texture! yea!