Maya – Lantern Build

I had originally wanted to build a Chinese style lantern for my Room build in Maya, though there were a lot of changes in the design process that ended in me essentially throwing out a model, starting from scratch again and just doing a new lantern. I started with simply building out the base of a lantern, utilizing both the extrude tool and the symmetry tool. I had issues with this and had to restart a couple times as the symmetry wouldn’t co-operate due to the amount of faces not being equal, but eventually managed to get it working. I used these tools making sure to add divisions to the extrusions as i went along, and using the soft selection tool to get curves on the sides of the lantern as i went along. I also build a simple bulb in the middle by scaling and moving the verticies in a cylinder.

Eventually through using these techniques, i ended up with this Chinese style lantern. Unfortunately i hadn’t taken UV’s into account, and there were a lot of issues with the model such as they symmetry on certain things being wrong, the model being over complex, and not fitting in with the overall scene i was going for. I originally also thought i had lost the model, so i ended up just starting over from scratch, but used the techniques i was using prior and the mistakes i had made with symmetry especially to focus on making the new one much better.

I went with the same way of building this out, and came out with something that looked more akin to a regular lantern. I used a torus at the top for the ring, and the ring can be positioned upwards or downwards as I’ve set the pivot point at it’s bottom. I also built a glass encasement for the actual light so that the light could go through it. I did this by just adding a glass texture and making sure the transmission would work well with the light going through it.

Previously i had tried multiple ways of putting the light inside of the fixture, such as using a single point light which kind of worked but didn’t work too well as i wanted the light to come from a single point. I originally had wanted the light to come from a single ball or sphere but putting the light in it would immediately diffuse it as it had nowhere to go out from since it was in a sphere. This also didn’t make sense as for an old lantern it shouldn’t really have a ball lighting it, in terms of real life it didn’t make sense. I wanted a coil light and asked my professor, Nick for some help. I learned about using Mesh Lights; objects that acted as a light source, and made a mesh light out of a helix to make the lantern appear to have a lit coil inside, tweaking the helix to be long and thin along the way.

Along the way i made a texture to apply to the lantern as well, a cast iron texture i had simply found online, and gave the lantern a very light bump map to make it feel a bit more organic. I also tweaked the specularity to give it a bit more roughness and a cast iron feel.

After this as my previous blog post stated, i cleaned up some of the UV’s and did some tweaking to the atmosphere rendering and how it would interact with the mesh light, and this was the final result, which while i’m happy with it overall, it took a lot of different tweaking with the mesh light to get what i felt like to be the correct colour tempurature, intensity and diffusion.

Unfortunately once again my bread’s displacement bumpmap had just disappeared due to Maya’s weird ticks. I fixed this and then upped the bumpmap on the cast iron and was happy with the result.

ZBrush – Week 5 Face build

I started building out the face with a Zbrush primitive, which is very polygonal when starting off and is going to need a lot of work to subdivide and make look like an actual human head.

I did some smoothing and started giving him some actual face shapes but unfortunately he looks a little bit like a goblin.

Afterwards i started tweaking the facial structure, attempting to add face lines and do some things with the eyes as opposed to just having some dented holes in his head and adjusting the blockiness on his neck.

After this i adjusted the eyes giving him eyelids and starting to add in some more facial structure feelings, as at this point it needed some more lines to feel more organic.

After this i got it to a point i liked more, with it having a lot more wrinkles and face creases and somewhat resembling the old man from squid game.

I managed to bring it into Maya and export it, but i’d like to go back at some point and add in some more textures with painting on the face and potentially tweak the brow line / add some facial pores.

I went about using the polypaint tool to then start adding some colour, switching the options on the brush to RGB instead of Zadd, i also made sure to turn on the fast shading in the textures to make sure i was getting the actual colour as opposed to the polyskin texture.

I Started adding colour to the model at this point, trying to use the smoothing tools and using the focal shift to make the paint on the face look somewhat blended together. I also then went about importing some alphas to use as textures on the skin, for the face pores, lips and skin etc.

I Then went about using the UV Master and making some UV’s for my face to be able to put it into Maya, also making a texture map from polypaint, and a displacement map to get the detail of the model when importing it into the scene.

The model imported fine and intact, meaning there were no issues with the mesh, so i went about adding in the displacement map first, turning off quadratic filtering and making sure the colour space was set to RAW for most detail.

However the color balance wasn’t set properly on the displacement shader, as it had no deference between colours and needed to be set with the offset being half the gain. I tweaked it again and accidentally put in an incorrect value and got the complete opposite of the first image that almost kinda looked like an alien.

After fixing this, the model was looking much better.

At this point all that was left was to simply add in the actual colour, and upon doing so, this was the result.

I narrowed down the issue to being that when creating a proper displacement map, i both had saved as a tif file which maya hated, and i also hadn’t set the map to adaptive. However upon trying to fix this, i had ZBrush crash constantly when trying to export. I believe this was due to the number of overall polys, as it was sitting at over 21 million, and even on the lowest subdivision level would still not export. I went about researching ways to get this down using decimation, however potentially due to hardware constraints, even this couldn’t fix the issue, as decimation master would repeatedly crash and even cause hardware issues where half of ZBrush would stop outright with errors of decimation master stopping. However, as i learned the techniques to get there and knew the issues, i decided to use these same exporting techniques for other projects like the deer head i was working on.

Maya – Week 4 Bottle And Room Revamp

The room that i had built had some small things in it but needed to start to be populated with some items to look more lively, i started by making a simple green glass bottle for the scene. i Did this by instead of building it out meticulously through using a cylinder, hollowing it out etc, i used the CV Curves tool in the sideways window viewport to draw out half of a bottle in splines.

After this i centered the pivot point to where the bottles halves would meet by hitting D on the keyboard and snapping too the first control point.

Then i went into the revolve tool and made the revole axis preset set to Y and had it sweep at 360 degrees and set it to only 8 segments as this was a bottle and wouldn’t benefit from having a high number of polys. After that i simply applied it and came out with a bottle.

Unfortunately when i was making this Bottle it ended up having an issue with putting some control vertexes where they shouldn’t have been, as i was new to using the tool. This was creating some weird edges in the bottle that shouldn’t be there.

I started deleting the control points that were a problem and also moving around some control points to tweak the shape of the bottle, as the spline would directly corollate to what the bottle’s object would look like.

After this I Imported the bottle into my scene, scaled it down to size on my table build from earlier, then gave it a glass texture and set the transmission to green to give it that wine bottle look.

After this, the wine bottle was finished and rendered into the scene, and was working properly as a reflective green bottle.

While working on this, i started wanting to fix some things with my room build. For one there was no proper ceiling, and the floor and walls were extremely drab with the way they were presented. I originally had wanted to build my room as a log style cabin, though i went about this in potentially the worst and most convoluted way possible, specifically in building out cylinders and stacking them on eachother, then deforming each of them and adding separate wood textures to each of them.

This was a bad way of working as it would both up the poly count and bloat render times. Instead i simply went with making a log style by using a texture from polyhaven that was a wood walls texture that looked like logs, and making the bump strength on the displacement set very high. Previously i had extruded some of the alls and repurposed some of the wood assets to build out windowsills as well, though since this was a log cabin i wanted the wood from the log cabin to build into the wood from the windowsills so this overlapping wasnt as much of an issue. I also cleared some of the unused textures and also fixed up some of the UV’s on it.

While fixing the UV’s i had a fatal Maya bug in which i couldn’t scale textures at all. Previously i’d found ways to get around this error but i needed this solved to progress as the floor in the image needed to be scaled to look larger and add more segments to the tiling. I ended up using a way of troubleshooting where i simply reset Maya by renaming the Prefs in it’s userfiles to OldPrefs, forcing it to create a new preferences folder in the process and getting rid of the bug.

I also used this time to go through and change some things from what i’d previously done. For one the Lantern i had built prior had some pretty awful UV’s, so i went about fixing these by doing a combination of segmenting the UV’s into better shells and scaling them or just using Camera Based to fix some. UV’s are not my strong suit, so a lot of the time Camera Based UV’s can be a life saver for me or just fix UV’s that are having Bugs or Problems.

I also messed around a bit with making the atmosphere on my renders, specifically around the coil light have a bit more atmosphere to bounce light around on, so i experimented with making it a bit stronger.

I tweaked it a bit afterwards as now there was too much atmosphere and it simply looked cloudy, but while rendering this i noticed an issue, the bread i built being very smooth for no particular reason. I noticed that somewhere along the way, the bread’s displacement map had just failed to load in properly at all. I took this opportunity to fix this and also to add a slight bump map to the bread’s plate, and to add some roughness to the plate’s specularity as it was a bit too shiny.

After this, i re-rendered these things out and they looked much better.

Nuke Week 5 – Interface and file formats + Davinci Color Correction Comparison

Discussed file formats and their relevance in Nuke, with EXR being the most prevalent file formats to use in Nuke, that being mp4’s or EXR’s and the software used in compositing, with After Effects and Nuke being the main programs while also having davinci resolve fusion as an option.

We also talked about the digital production pipeline and the main lines of pre production, production and post production and a short overview of the roles done inbetween.

I’ve previously used Nuke before so relearning most of the controls were a bit of a refresher course for me, but after around a year of last use it was definitely a much needed refresher.

Starting off with the refresher was simply just hitting Tab and importing a file through the Read node, and toggling the viewer to see the footage using the 1 Key.

Afterwards was using both the gain and Gamma sliders to effect the video in the top right. I’d actually not properly used these before as i’d never really had a reason too or would usually add a different node to do so, but having these around is nice and may save time from crating and plugging in new nodes.

Next was testing out and applying some blur nodes and keyframing them to create a Gaussian blur into frame. I’ve previously done this in after effects a lot of times, but a lot of my experience in Nuke came from Tracking using CaraVR, 3D Integration using merge nodes and 360 Stitching, so something as simple as doing a blur node felt fresh to me again.

Next i was taught about just rearranging the panels in Nuke to fit your layout. I’ve had many times in Nuke prior of accidentally messing up the layout and removing a pane that i shouldn’t have, so being able to finally edit this is one of the greatest strengths i could probably learn. Layout and knowing your interface can truly make a difference between working both quickly and efficiently.

Next was creating a simple composition using the merge tool and some grading / transform nodes. Back when i previously had worked in flame, i’d had it really drilled into my head to keep my node graphs very meticulously organized, which is something i want to keep doing going forward using Nuke.

After this it was just a simple thing of using the write node again and exporting this composition to a jpeg after fixing up the composition a little more.

And our little test composition was now finshed!

With this proof of concept i decided i wanted to test out the color grading skills of Nuke. I Personally use Davinci Resolve for all of my Compositions and have some footage that i previously color graded in Davinci, though it was graded incorrectly on a monitor that had very low contrast. I no longer have the raw footage, but to get a little refresher on both Nuke and Davinci, i decided to import different shots and see how it fared on color correcting compared to eachother.

First of all, these videos are both way too large and also as MOV, which are probably not going to play well in Nuke, With some of these videos clocking in at nearly half a gig, these definitely need to be compressed down.

These were converted to an H.264 Codec and the resolution was halved, with the bitrate being dropped to just around half of what it originally was. Now that the file size and codec has changed these should play well in Nuke and Davinci.

While attempting to find the Histogram in Nuke to start compositing i wanted to use the color correct node but accidentally put in a deep color correct node. I hadn’t seen this before and looked on the foundry website here: DeepColorCorrect (foundry.com) to attempt to find the difference. It seems as if deep color correct is mainly used for getting a matte, so for this time i’ll stick with using a regular color correct node.

I found a way on the foundry site to use histogram both as a panel to view in real time, and a node to use. Though the node doesn’t seem to have too much use when editing the way i’m doing as it doesn’t update in real time and only updates after switching to the node after every edit with the color correct node.

Originally the video had a lot of issues with the highlights being very oversaturated and the reds being blasted to the point where the video looked very yellow and green tinted in some places. I fixed these by using 3 different nodes, being the hue correct to bring out more of the reds, a color correct node to tone down the highlights and up the shadows, and a grade node as a master correction node to adjust gain and lift if needed.

This was the difference between the videos, the first one being the color corrected: and the second being the original version.

Next was to use the same clip in Davinci and see if i could get the same result or better. I used initial primaries adjusting the Lift, Gamma Gain and Offset, then a secondary to try and bring back some of the red tones while toning down the yellow tones. This originally didn’t work as well and i had to almost brute force remove some of the color using the qualifier tool, with some more refining i feel like i could have gotten it a bit more red, but it started to look close enough to what i was going for.

The end result was a little bit red blasted in some of the highlights but overall achieved the comparison i was going for.

At the end of the day these are two very separate programs. However i learned a lot more about Nuke and it’s ways of color correcting from this small process. In terms of which is better for color correction, i think Davinci still ends up coming out on top when it comes to specifically making very detailed corrections with its easy qualifier tools, access to many LUTS and power windows. While i feel Nuke being mainly used for compositing can still provide some very quick and easy color correction.

Maya – Week 3 Tap Build

I started this tap build by simply using a cylinder and decreasing the subdivision count then using the edge selection tool and deleting some faces to make the shape hollow, then using the extrusion tool to build out the shape of the faucet attachment to the wall.

After this i went about using the extrude tool, building out the faucet and adding subdivisions as i went along, trying to round out the faucet in the middle and then create a dipped neck, using the soft selection to dip it down and rotate it properly.

After this I realized i had made a mistake, as i originally had built out the faucet all as one object, and this was going to create major issues in terms of UV’s and texturing the object, as well as this, there was some weird topology issues going on with the faucet’s end that needed to be fixed. I went about deleting some faces and building out the faucet’s top using other pieces of geometry to have more control over the textures.

Next i went up the actual faucet head, building as i went along with different shapes, building segments and using both the extrude tool and symmetry to build out things like pipes and nuts for the head of the faucet, then using both the extrude, scale and symmetry tools to build the head. With the UV’s on the head, originally the UV’s looked fairly ugly, but this was fixed by using a UV Based camera and adding seams in some places where it wouldn’t be seen easily.

After this i went about texturing the object. Originally in viewport it would simply look like this, as reflective textures do this in the maya viewport without lighting. As this isn’t really beneficial for use in actually working out the texture, i used a combination of viewing the textures in the live render viewport and using the hypershade to tweak the textures.

Originally the texture that was supposed to be applying wasn’t linked in properly so after linking this in it looked a lot better. I also tweaked the bump map a bit to make the cuts in the metal look a bit more realistic, tweaked the specularity roughness and added a colour correct node to change the colour of the metalic texture overlayed to slightly tweak it a bit and give it a bit of a darker colour.

After this the tap was looking a lot better, and i went about implementing it into my room scene.

While implementing this into my scene, i really didn’t like the way my sink was looking, as originally it just had a plain white texture. I decided to check the UV’s to see how easy it would be to go about doing some things with the texutre as i wanted to make it have a black marble ish basin. The UV’s were a mess as this was originally extruded a lot without thought for the UVs, so i went about cleaning them up a bit, either by the grace of Maya being finicky or a bug in Maya 2019, Maya refused to let me move my UV’s around properly, however i went about cutting the UV’s and sectioning it off into shells, then using Camera based UV’s on those shells to make the Textures look a little bit better. As this basin’s textures were both marble patterns and also very dark, a lot of the cuts in the UV’s wouldn’t look as noticeable, and i’d be able to add in a new texture.

I then added a small bump map to the texture, reduced the specularity a little and added a bit of roughness to the specularity and finished up the basin and taps. I may come back at some point and just slightly drop the bump map just a little more as i went back and forth between adding and removing it, but i may just tweak it a bit later in some renders to make it a little bit less bumpy on the edges.

Maya – Week 3 Bread Buildout

I started out with making just a simple cube and throwing it into a lattice to deform it a bit, then added more divisions and subdivided it to make it kind of look like a rounded small loaf, after that I went about sorting out my personal favourite thing to always do, the UV’s, as the actual shape for this object isn’t very complicated.

The mesh isn’t overly complicated so I went about cutting out the bottom of the bread loaf and then making two separate UV shells; one for the top and one for the bottom.

Now I’ve got a bread loaf texture for the outside, but it’s very flat and low poly and kind of looks a lot like some bread from Skyrim or a different game for the early 2010’s.

This bread is looking both really dark and really flat, so I upped both the exposure on the texture and also added a bumpmap, originally the bumpmap and displacement shader were set to super high and made the mesh freak out, but after some tweaking it was actually starting to look like real bread.

In the middle of the bread there’s meant to be a divet and while there is a bit of one due to the bump and displacement, this needed to be way more. I used both a combination of the lift surface and grab mesh sculpting tools and pulled around the triangular portions of the texture to raise the crusts of the bread and give some small dips and raised edges to make it a more organic shape.

After this it was time to make a cut in the bread, This was done by just simply taking a cube and giving it some divisions, then using a difference boolean to make a cut through the bread, after this I separated the UV of the new exposed area of the bread and gave it a new texture, as it would have the look of the inner actual bread as opposed to the crust.

Originally the mesh of the inner part of the bread was a complete mess due to me using the boolean and cutting right around a raised portion of where I’d been sculpting a lot. This just meant more work but also getting a bit more familiar with using the grab tool and both moving around UV Shells to fit textures and also relaxing vertexes to fit the actual texture and not be so circular and ugly around the edges of the mesh. This took a while but managed to get a result I both liked and got me more familiar with the UV Tools so at the end of the day was more a happy accident.

After doing this I made a slice of the bread which wasn’t very hard considering it was just using the same tools as before, I duplicated the loaf and then cut into it using another boolean on the other side, then moved the second piece over and rotated it to be on it’s side. I then went about redoing the UV’s on this side as while it was nearly the same, the Geometry was slightly different and the UV’s needed to be re straightened and moved around to fit the mesh, as in the second image you can see that the top half of the bread has some white where the UV’s weren’t properly straightened.

Next I built a very simple plate for the bread to sit on and gave it a wood texture, and gave it some small divets just by adding some edge loops and changing the Y positions and extruding.

I then tried adding a displacement shader to the plate just to get a very small amount of organic geometry and came out with this result.

Seems like the displacement shader may be just a bit too strong, so i took it down a couple of octaves and tried again.

This looked a lot better, so I upped the subdivisions on render as it was the only thing in the scene and put a spotlight on it to see how it would look with some proper lighting. I also messed around a bit with getting the displacement and bump to a point where I didn’t think it would be too rough with the air pockets in the bread slice texture.

Now something I did that was fine at the time of it being in a small contained scene was putting subdivisions on render on. This caused many problems the second I took it back into my table scene as while it was fine on just moving things around, Rendering became an extremely painful and long thing to do and I couldn’t figure out why as I’d forgotten what I had done with subdivisions.

I was able to get a single low quality render after over half an hour of rendering with difficulty but upon trying to save this render, Maya would crash repeatedly. This was because I had forgotten about the subdivisions and was subdividing the bread over 5 times, resulting in millions of Polygons. I fixed this and then went about making two renders of the final finished bread model with the plate.

3D Equalizer – River Tracking Practice

I started this practice with having some Tracking points set on some graffiti and upping the contrast to get a better tracking pattern and an easier track around the graffiti on the wall.

After this i went about making more points and tracking these points on the floor to get an accurate enough 3d space to track in, though these points are not always in frame and sometimes needed to be ended early, they did end up getting me the result that i needed by giving me a better outcome in the end after some tweaking, as the track point 45, being the closest to the camera went out of frame very easily in the first bit of the video and had to be ended early.

Next I went about tracking the back watergate and side block of concrete, which required a lot of zooming in and changing of the viewing options to up the contrast and brightness to get a proper track that would stay locked on and wouldn’t jump around so wildly, as in the original video this area is very dark and doesn’t have a lot of distinct patterns to track and only when upping the brightness can you get things like the corners of where beams meet or where the gate meets the wall.

After struggling to get tracks on that portion, the next portion was fairly easy as with a bit of upping the contrast, there were a lot of creases or crevices in the wall that could be tracked fairly nicely.

After that I went about tracking the back wall which was a bit difficult at first due to a lot of the points consistently going in and out of the frame and having to end and restart the track constantly, but after tracking the front area with things on the ground i was used to this by now.

After this it was a matter of adding the camera distortion to the image and calculating with quartic distortion.

Originally the points on these were way off and the groundplane seemed really off, this was because at some point in my tracking i’d accidentally set my distortion for my viewport at a high setting. After resetting it i could see the difference in where the points were.

After fixing the distortion isssue i recalculated and managed to get a better track by blending or triangulating certain tracking points and even deleting some to get less deviation between points.

After this I decided to test out the 3DE 3d camera and put a simple cube into the scene just by translating the x coordinates of the cube over and fitting it near a point just to make sure it looked fine on the track and wasn’t bouncing around too much.

After this it was a matter of testing it out in Maya just to make sure that if i wanted to put any more complex 3D objects n that it wouldn’t be an issue. I Imported it into Maya and with Maya being itself, it immediately crashed. Though after a second import it was working fine and was imported properly.

This was the final track I managed to get on the video and import into Maya.