Xmas work – Week 2

Production Management – Runner / Production Assistant

Previously when i worked in the Industry, i was originally a Post Production Assistant, which upon researching Runner, is one of the names known for runner. This role is entry level and the duties of this role can vary from Company to company. This job can sometimes entail things like being or helping with client services ie. running out and getting lunch for artists or clients, cleaning, doing data management, doing graphic design, keeping servers clean and files organized, or organising meetings and schedules for other artists. This is a role with very low pay, high hours and depending on the company you’re working for can be one of the most soul draining experiences you will ever experience, however this role comes with the potential to learn from artists and is easily the best way to get a feel for the way a company operates and the pipelines involved in a VFX Company. It’s often that a role like this can be many roles put into one, with potentially taking on the roles of client services, graphic design, data management, IT or anything else that may be needed, this role acts as a catch all for things that need to be done.

The runner role has an average salary of around 18,464 Pounds a year according to Glassdoor , however some places like the VFX Subreddit place it at around 14-15K a year. This role requires very flexible hours on the behalf of the runner and the runner essentially needs to be available almost 24/7, 7 days a week at some companies.

Sources: ( Role info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/production-management/runner-visual-effects-vfx/ , Reddit salary: https://www.reddit.com/r/vfx/comments/3gyt39/expected_runner_wage_in_london/ Glassdoor Salary: https://www.glassdoor.co.uk/Salaries/london-runner-salary-SRCH_IL.0,6_IM1035_KO7,13.htm )

Compositing – Prep Artist

A Prep artist will do the lower level jobs of a compositor and “prep” footage for effects to be layered by a compositor, Prep artists would be similar to the role of some of the roles i’ve seen in the industry like Flame or Nuke assistants, in which these prep artists will remove small things from a plate that needs to be removed such as lens scratches, boom mics, logos or very small things that are needed to be removed from a plate. This job can also deal with things like creating VR Stitches when used in VR Videos or Stitches used in HDRI Photography or even sometimes doing roto work. A prep Artist’s bread and butter will essentially be the clone stamp tool in almost any program, usually in Nuke. However a Prep artist’s job can also occassionally include

Prep Artists, similar to Runners may have long hours dependant on what jobs are being worked at the time and what is needed at the time. The average salary of a Prep artist is around 33,000 pounds per year according to glass door.

Sources: ( Role Info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/compositing/prep-artist/ More role info: https://framestore.recruitee.com/o/preppaint-artist Salary Info: https://www.glassdoor.co.uk/Salaries/prep-artist-salary-SRCH_KO0,11.htm )

Compositing – Roto Artist

A roto artist’s job is very similar to a prep artist’s job, with both being entry level compositing jobs, however a roto artist’s job is more in line with specifically in creating mattes as opposed to clean plates creates in Prep artists, meaning cutting out objects in a frame, such as creating a matte of a character or a scene that needs to overlap on a separate plate or have something layer in a scene. Roto artist need to be very patient as roto work can take hours to refine even seconds of a matte, depending on certain things in the shot like detail from subject to background, or rotoing more difficult things like hair. Roto artists will separate different objects into sections to create one full matte. Rotoscope artists sometimes work in house, freelance or in some cases similar to where i previously worked, would be contracted specifically to rotohouses that would have a team of roto artists all working to create a matte in a short timeframe. Roto artists can be very repetitive work, however roto artists will need to have an eye for detail as to keep mattes clean and not make mistakes.

Roto artists usually work long hours as roto work can take a long time to do with creating a matte frame by frame, and can take entire teams to create even a 5 second detailed matte. The average salary for a roto artist is around 33,442 pounds per year.

Sources: (Role info: https://www.screenskills.com/job-profiles/browse/visual-effects-vfx/compositing/roto-artist/ More role info: https://www.cgspectrum.com/career-pathways/roto-artist Salary info: https://www.glassdoor.co.uk/Salaries/roto-artist-salary-SRCH_KO0,11.htm )

ZBrush and Maya – Nordic axe Build

Originally I started modeling out some very small things that i wanted to add to my room scene, as early on i had wanted to fill it up with some small things. I had an idea that i wanted this room to be a log style cabin, and one of the things i had wanted to build in this would fittingly be an axe. Originally i had wanted to build a wood axe, similar to one that i had used while camping, shown below.

I started building a simple small wood axe simply out of some primitive shapes, however i wasn’t that big of a fan on the design, and i ended up giving up for a while.

Later on throughout the semester, i had a friend streaming the 2016 game God of War, a highly detailed 3D world set in a Nordic setting. In the game, the main character uses an Axe called the Leviathan Axe, a large axe intricately that is very intractably made, seen from some images taken from google images below.

I Decided that in line with the log style cabin, i wanted to build an axe similar in shape to this, with a very intricate blade and a wrap around the hilt, i went back into Maya and made a very primitive low poly axe to be used in ZBrush. I originally had considered and looked into using splines in Maya and Importing splines made in illustrator into making designs for the hilt, but decided to do this in ZBrush instead.

I actually ended up redoing the head of the axe close to 5 times as i just couldn’t get something i was happy with, and tweaked a lot of things about the hilt, the way the cloth was wrapped around it and the bottom pieces.

Eventually i had something i was somewhat happy with. I took it into ZBrush and used a combination of Polypaint, Zadd and adding in texture through Alphas to refine the axe a lot more. Below i’ve included a video at 2000x speed of the process to achieve this.

Overall i had a lot of issues with this build. The build was so low poly that a lot of the designs on the axe didn’t really pan out the way i wanted or looked too low poly on the finished mesh. I also should have done each piece separately and then combined them in Maya afterwards however i didn’t. I also only learned halfway through that instead of painting on things, you can Zadd or subtract with RGB On at the same time to raise areas with a different colour, which is what i should have done with the Runes on the Axe. Overall i am happy that i learned some more things in ZBrush and got some practice in using ZBrush and taking models inbetween Maya and Zbrush. as this was a small model that was going to be in a very dimly lit area of my scene, I may not be completely happy with the way the model turned out, but i am happy with how it ended up looking in my scene.

After all this, i felt like my scene was finally complete, and i’m happy with the way it looks now. I Rendered out some stills (After bluescreening my PC due to accidentally setting the samples to 61 instead of 6, always double check render settings) and i plan to hopefully render out some camera animations going through the scene if my PC can handle it later on.

Maya – Inukshuk build

I wanted to build a small little Inukshuk for my scene in my work to populate my scene more with small things to make it seem more populated. An Inukshuk being a small rocklike statue used to identify northern paths. Included are a couple small reference photos from google images

i started with simply pulling around verticies on a cube in random positions to give it a more random feel, and then used the sculpting tool to pull apart the mesh a bit and move it around to make it look more organic. I then went to polyhaven and grabbed some rock textures and made the bump map set to a very high value. I went through many different iterations of what i wanted the rock to look like but settled on a mossy rock texture.

I then went about trying to fix the UV’s, as some of them were slightly broken. I tried to use camera based UV’s when possible and make cuts along the bottom where the seams wouldn’t be seen as much when needed, especially on the rocks that were longer, though some didn’t need this as their shapes were fairly simple.

This was looking fairly good, so i made a very small plaque for it to sit on with a shiny wood finsh and implemented it into my scene.

This looked good but there was some issues still with the UV’s. i ended up using a bit of the smooth mesh tools and the smooth UV Tools to clean up some of the glaring uv tools and moving some of the UV’s as some of them were looking too similar on some of the rocks on the lefthand leg.

Finally i fixed some of these issues and implemented it back into my scene, where i was much happier with it.

Nuke – 2D Tracking Practice

I started this with simply getting a tracker attached to the original footage and then making a 4 point cornerpin track to have somewhere for the iphone screen to lock on to.

Afterwards, i took the tracking data and applied to set to input on the screen before the mirror and reformat nodes were added in, as doing it after caused a lot of distortion.

Once this was tracked properly, i went about rotoing the fingers that go over top of the screen, though unfortunately the original video has an alpha baked in and this needed to be removed.

Afterwards i went about rotoing each finger, trying to feather the sides as there’s some motion blur whenever the fingers move that was causing a lot of green to come through when not feathered.

After this i had my alphas for both the screen and the fingers merged, next was simply putting the background under it.

There are some issues with this regarding the cornerpin track not quite going exactly where i want it to and a little bit of fuzziness on the fingers, but i plan to fix this a bit with some help.

Comparative – 007 Casino Royale and John Wick 2

Casino Royale was released in 2006 as part of the British 007 series to critical reception as an Action Adventure movie, while the American John Wick 2 was released as a sequel to the original John Wick movie in 2017 as an Action Thriller movie. I chose to compare these films as both being very action oriented movies that are both similar in tone and feel with both being listed under the “Action / Thriller” genres on IMDB and being highly rated at 8/10 for Casino Royale and 7.5/10 For John Wick 2.

These movies while being a decade apart with Casino Royale being produced in 2006 and John Wick 2 being produced in 2017. Both of these were also filmed in different locations in the world and were mainly cast / produced for different continents. With John Wick 2 being filmed in Montreal Canada and the primary country or origin being the United States, and Casino Royale being filmed in Italy and the primary country of origin being the United Kingdom.

John Wick 2 follows the story of an Ex-Hit-man pulled back into a life of violence and murder, as he is pulled back into the dark world of being one of the world’s most elite assassins after giving up a life of crime to live with his wife and dog. John is both feared and respected by his opponents and the people around him.

Casino Royale Follows the story of James Bond, a covert MI5 Spy with a license to kill as he works to track down a private banker at a casino halfway across the world in Montenegro who funds a terrorist organization. James is put into a high stakes poker game in which he must win games and conduct espionage to take down the private banker of this organization and make his way through a criminal organization stealthy. James Bond is notorious for being an efficient and deadly operative who gets the job done.

Both of these movies center around Male characters who are trained and powerful killers who are both feared and respected in both of their worlds, the main difference being one working in a dark criminal underworld, and one infiltrating said world for the purpose of good.

One of the large differences between these movies is the approach in pacing, as James bond can be very Suspenseful, holding on to scenes for a very long time, focusing on heavy amounts of dialogue and keeping a tight angle on the characters, making us feel tense and uneasy during scenes like the poker game, while John Wick 2 is much more action heavy and focused. Making the viewer feel on edge through daring and adrenaline filled action sequences.

Both of these movies maybe of the same genre, and both follow a similar male archetype character, however the thematic choices and story are very different, and both tell a different story and have a different feel while having the same genre.

Sources:

Anon, IMDB- Casino royale. IMDb. Available at: https://www.imdb.com/title/tt0381061/plotsummary

Anon, 2006. Casino royale. IMDb. Available at: https://www.imdb.com/title/tt0381061/?ref_=ttpl_pl_tt

Anon, 2017. John Wick: Chapter 2. IMDb. Available at: https://www.imdb.com/title/tt4425200/

Anon, John Wick: Chapter 2. IMDb. Available at: https://www.imdb.com/title/tt4425200/plotsummary

Maya – Week 7 and 8 Blending Shapes and Subsurface

In these two weeks, we were given a simple head and worked with rigging and animating the head using parent constraints and blend shapes. We started by adding in some very simple and small blend shapes like furrowing the brow and by using the sculpting tools with symmetry on

After this i added in some small other blend shapes using the same technique done before, adding in a nasal and a grimace, making sure to use the soft selection tools when making the lips to not affect the entire area but only one surface so i could do each lip separately.

I ended up going through a couple different shapes with the lips as i wasn’t quite getting very satisfied with the results, so i went in and used a lot of the smoothing tool to try and smooth out certain areas and pulling out certain areas to make creases in the face.

After this i added in another small sulk to the character.

Then i went about lighting this so i could see it properly in the arnold viewport. I used a spotlight and had to change all of my textures to set as an AI Standard surface so that arnold would render these properly, i also had to adjust the lighting multiple times as i’ve found sometimes using spotlights that they really aren’t bright enough a lot of the time and had to crank the intensity up to a lot. I also removed all unused nodes to make sure the model wasn’t going to be using any unused textures and to just clean up the overall file.

After this i went about creating a joint structure to move the head, and then binding the skin of the mesh to the actual joints to move it around.

After this i also went about parenting things that weren’t attached to the headto the joint structure so they would still move accordingly, ie the eyes moving with the head, but made sure to tie the teeth to both the head controller for the top row and the jaw controller for the bottom row so they would open properly.

This was great and all but unfortunately when moving the jaw, the face would warp due to have auto generated weights around the joints. Admittedly i’m not great at doing weight painting, though i did a fair amount of practice by failing so many times, especially when failing to get the mouth to open properly. The key of this was to switch between the addative and smoothing options and tweaking the opacity. With painting these, the head shape needed to be half of the top portion of the jaw, and the jaw controller needed to be the lower jaw to the neck, with the smoothhing being in between the cheeks, then using selection tools and hammering verts that wouldn’t cooperate properly to average out their position and weight.

After this i used some simple circle splines to create controllers for the head, then zero’d them out by deleting the history and freezing them and constrained them to the joints, making sure to keep an intact hieracrchy.

Next i went about making a lip shape that would make a puh effect when going past a certain point on the z rotation. i did this by learning how to use the drive keys to essentially make two different objects affect the other in different ways, for example a rotation of one sphere affecting the scale of the other.

After this i went about creating some blinking face shapes, using the soft selection tool to grab certain faces and morph them to making the eyelids close.

After this i rendered out a couple small frames of the face shapes.

Next we learned about some of the ways that certain things in terms of rendering work in maya. Using four spheres with different textures to illustrate this, with using more samples to reduce graininess and increase light passes and refractions. I also learned about using subsurface texturing to have light pass between an object if it was thin enough, an example being how light hits your ear and passes through and is coloured red by the blood in the ear. I used this to make a subsurface map in photoshop that would appear under the skin when light would hit it hard.

Nuke Week 7 – Colour Correction

This is what my my Nuke tree loks like at the end, and what i was meant to comp in and colour correct, so lets see how i got there and the end result.

I started out before doing my primary corrections with putting in an unpremult node to properly color correct the edges, i also pulled up my colour scopes to try to correct more accurately and make sure i didnt have any whites or blacks clipping with any of the corrections.

I went about doing my primaries by originally adjusting the exposure with an exposure node slightly and then moving onto a grade node to bring adjust the highlights, shadows and midtones and try to give it some more overall contrast as the original image looked fairly washed out.

II then added in a color correct node to try and add an orange tint to the shadows and highlights of the plane, to simulate the orange sunset in the back hitting the plane and washing it out with orange tones, especially on the highlights. This gives it a little bit more of a red look because i didnt want to blow out the colours super hard until i could use my huecorrect node later.

The midtones on this felt kind of dark, so i took a grade node and slightly lightened the midtones a bit.

After this i took a last stab at bumping up the orange tones with lightning them through a hue correct, as i didnt want to blast out the midtones on the previous colour correct node but wanted the colour as more orange, i went about doing this by adjusting the oranges on the hue correct and toning down the blues and greens.

For now i think this looks better then it originally did for sure, but i want to come back to this and try to add in a lightwrap and adjust some more of the highlights to make it seem as though the light is hitting off of the jet a bit more.

Mise-en Scène – Squid Game’s “HoneyComb” Scene

In the Netflix Series “Squid Game” Contestants are put in a life-or-death game in which they are meant to compete against each other. With the second game of this challenge being a game called honeycomb in which the players are to cut a shape out of honeycomb within 15 minutes, failure to do so results in the elimination and death of the characters. I will be doing my Mise-en Scène on the “Honeycomb Game” scene from the show.

https://www.youtube.com/watch?v=8_XHjj-u_ig&ab_channel=Trending

The Setting and Props

The setting of this scene is meant to be a childhood playground, with many of the colours in the scene being bright vibrant colours on the background, with painted blue walls and colourful playground equipment. This all would feel very safe aside from the guns being carried around by the game’s hosts and the overall reality of this game being life or death.

The Costumes

The costumes of this scene are made to be all the players in a green almost indigo colour, ready to play the game. The hosts of the game that always hold weapons wear masks and bright red or pink clothes, almost as if a warning that an animal gives off. The hosts also always wear masks, adding to a level of dehumanization or mystique in that you never know who they are and always seem automated or cold.

The Facial Expressions and Body Language

In terms of the facial expressions throughout the scene, all characters go through varying stages, with some being happy about getting easier shapes, some in distress, and many being brought back to the reality of the situation after the first player is eliminated, going to hopelessness or even fear, their body language usually being tense, cowered over in fear. This contrasts heavily with the masked game hosts showing no emotion having very calm body language and walking around without even reacting to the death around them, adding to the player’s fears and tension of the scene.

The Lighting and Colour

The lighting and colour of the scene is meant to be very colourful in the prop designs, but in terms of actual grading, a lot of the colours are toned to have very blue and green colours purposefully, attempting to blend even the more colorful tones to more drab and darker tones to enforce the overall tension in this scene. This is also exemplified with many shots having a vignette, especially on wider shots to make it feel more claustrophobic or tense.

The darker tones of the scene. Colour swatch generated via www.canva.com

This contrasts heavily with a lot of the grading within scenes out of the game, with an in-between showing a character being taken out of the game immediately going back to lighter tones.

The lighter tones after one of the players has left the game successfully and is now safe. Colour swatch generated via www.canva.com

The positioning of Characters and Camerawork

The positioning of characters and camerawork of this scene both exemplifies the game being played and the overall entire game throughout the series. There are many shots in which the hosts of the game are framed either standing above the contestants or being above them. This Is being used to exemplify that the players truly have no power and are at the whims of the game and their own skills in order to survive. Even with top-down views, the players are still shown all on the floor with even some on their knees, with the hosts standing above them with weapons.

Maya – Week 6 Character animation practice

We next went about creating a character and rigging it for animation purposes. I created a head and torso out of simple squares, and made sure to keep these all grouped in a parent structure in which affecting one would affect all others in said group, also making sure to change pivot points as to where it would make sense for a body part to rotate from.

The arms follow a hierarchy in when the parents moves, the children must move along with them, an example being if the arm moves then the forearm, hand and fingers must move with them.

Next i went about building some legs for the character. After which was the much harder portion of using bones to make a leg structure to build a way for the legs to move as opposed to a parenting structure used on the arms.

These joints had a similar parent child hierarchy to before, and were paired with

I also mirrored the joints to make a secondary leg and simply set on to Hips L instead of Hips R. I then created a hip joint and constrained both legs to the hip joint. This would make the hierarchy have it where the pivot points from the bones would all work downwards.

I started creating some IK Handles, in which moving one joint to another would move the joints in between, for example moving the ankle joint would then move the knee joint inbetween the ankle and hip joints.

I then made a simple circle spline and used this as a hip controller, parent constraining it to the hips so that i could use a spline to then control the IK Chain instead of grabbing individual pivots and moving those. While both work, samply grabbing larger splines would be easier.

After our professor, Nick had taught us these concepts he gave us a fully rigged model with all the handles and parenting completed for us to use in works of animation. I Went about using the same techinques learned in the previous lesson and also the techniques used in the physics animation of easing keyframes to create a smoother, realistic animation in which i could have the character properly pick up a ball, slowing down in certain parts and speeding up in others, specifically having him slow as he crouched and having him speed up on the height of him standing up. Making sure to always rotate the splines as joints would rotate and not move on a human being. I also tried to use a very slight movement in the right leg pivoting to make the movement of knees separating when the character bends down.

I had a decent animation, but it could still use some tweaking and wasnt actually picking up the ball at all.

I fixed this by making it so that when the character’s hand goes over the ball, between one frame it would toggle the ball and constrain it to the hand inbetween two keyframes being on and off

After this i had a much better animation going.

Then i added some simple textures and made a full render, adding a chrome texture to the sphere being picked up.

Maya – Week 6 Animation Physics Practice

I started this practice with going about doing this by making a staircase, this was as simple as making a stair spline in the viewport and then using the CV Curve tool to build up and then make a loft out of the two splines.

Next i went about using a combination of the graph editor and the the viewport to start adding in keyframes to making a sphere move down the stairs. Right now there was only two keyframes, one at the top of the stairs and one at the bottom affecting only the y and X coordinates.

I then started adding in some keyframes to the y coordinates for it to start going down the stairs.

However this was looking extremely flat, so i started tweaking the interpolation of the Y keyframes to go from non linear to a drop off moreso to mimic the physics a dense object would have when falling down stairs.

I tweaked these keyframes a bit more as they were still very rigid using the graph editor, and was a bit more satisfied with the result.

Next i put in a second ball that would have a lot less density and have a lot higher bounce then the previous ball, i followed the same techniques but simply let the ball have a lot more time in air then the hard ball to give the appearance of a lot more weightlessness on the Y axis.

After this i went about adding in a rotating affect on both of these., i added a checker pattern on both so i’d be able to see the rotation, and simply used two keyframes with interpolation that would speed up at the start and slow down towards the end, giving the appearence of them both slowing down the rolling towards the end. I then went about rendering this out by going into the rendering workspace as opposed to animation and tweaking the render sequence to render out all existing frames as an EXR

I then went into media encoder and converted this into an MP4 And was happy with the result on a simple animation physics test, though i think the animation could still use some more smoothing.