Categories
Personal

Personal: Texturing Temple

Since I was quite far with the modelling I started doing the texture on the different elements of the temple.

Throughout the whole temple I wanted a kind of similar textured look, sometimes lighter in color and sometimes darker in color. So I exported my temple segments in maya to FBX and placed them into Substance Painter.

As seen in the image every pillar has the same UV, this includes every detail on the pillar so the leaves/the top parts etc. Doing the textures in Substance I played around with the main part of the pillar to get the right color and then used this texture on different elements through the tower. I had to adjust them slightly according to the differences in UV’s

For some parts I decided to go with a lighter color like the fence gate and the block that holds everything up. The final result had a nice general look of a temple. With cracks added to it so the temple looks quite a bit older. the cracks are added with texturing using Heights. Below you can see the total image but then in Maya, It is quite the same looking as in substance but still looks a little bit different. When moving files from substance to Maya you can see that it shows a difference. This is mainly due to the lighting situation.

Categories
Thesis

Thesis Start of proposal

Thesis question

How does camera perspective influence our view of a character/scene?

Draft Introduction

Perspective is the view we have regarding three-dimensional objects, we get the right impression of the subject by looking at its height, width, depth, and position in relation to each other. In other words, it is also a particular attitude we have towards something, also known as a ‘point of view’. Throughout this paper, we will be talking about somewhat more specifically the camera perspectives. Camera angles and perspective have been used in the animation, film, and VFX industries for years. Regarding this topic, you will be reading about how camera angle has been influencing people’s lives, how it develops over the years in the industries, what has changed regarding the rules of camera perspective, and how it affects us.

General Outline of each Chapter

Chapter 1: ‘point of view’ through its times

In this Chapter, We will take a look back in time and see how camera angle and perspective have been created through the times, Starting off

Chapter 2: Society in Perspective

To get a clear view of how camera perspective is portrayed it is important to also have an understanding of how society views the different ways of perspective. In this section, we will talk about how in society different questions and ideas can have an influence on how they will portray or view something through a camera lens.  Here I will talk about different researched that will use different subjects to get a result on how people use a camera to get different types of perspectives. (Research in question: Gale, A., and Lewis, M.B. (2019))

Chapter 3: Camera Perspective and its power

What is the power of camera perspective and angle now and what kind of effect does it have? After talking about the history of camera perspective in films of course it shows that over the past years, a lot of improvements have been made regarding technology. This kind of influence makes it to where the camera angle and perspective have also influenced. So what kind of perspectives do we have in the industry from this time?

Chapter 4: Result of the Influences of camera perspective

This chapter will dive into the specific influences the camera perspective has on its viewer. Talking about the information gathered in the other chapters and pointing out different theories such as crossing the line also confuse the viewer.

Indicative bibliography

Bálint, K.E., Blessing, J.N. and Rooney, B. (2020). Shot scale matters: The effect of close-up frequency on mental state attribution in film viewers. Poetics, 83, p.101480. doi:https://doi.org/10.1016/j.poetic.2020.101480.

Cores-Sarría, L., Hale, B.J. and Lang, A. (2021). Danger, Sex, and Everything Else. Journal of Media Psychology, pp.1–7. doi:https://doi.org/10.1027/1864-1105/a000295.

Desautels, L. (2014). Perspective: A Game Changer in the Classroom and in Our Lives Perspective: A Game Changer in the Classroom and in Our Lives. [online] Available at: https://digitalcommons.butler.edu/cgi/viewcontent.cgi?article=1100&context=coe_papers

Gale, A. and Lewis, M.B. (2019). When the camera does lie: Selfies are dishonest indicators of dominance. Psychology of Popular Media Culture. doi:https://doi.org/10.1037/ppm0000260.

Huang, W., Olson, J.S. and Olson, G.M. (2002). Camera angle affects dominance in videomediated communication. CHI ’02 extended abstracts on Human factors in computing systems – CHI ’02. doi:https://doi.org/10.1145/506443.506562.

Lassiter, G.D., Geers, A.L., Handley, I.M., Weiland, P.E. and Munhall, P.J. (2002). Videotaped interrogations and confessions: A simple change in camera perspective alters verdicts in simulated trials. Journal of Applied Psychology, 87(5), pp.867–874. doi:https://doi.org/10.1037/0021-9010.87.5.867.

learningonscreen.ac.uk. (n.d.). Home · BoB. [online] Available at: https://learningonscreen.ac.uk/ondemand/index.php/prog/03083967?bcast=113751392 [Accessed 30 may. 2023].

learningonscreen.ac.uk. (n.d.). Home · BoB. [online] Available at: https://learningonscreen.ac.uk/ondemand/index.php/prog/01BCA054?bcast=104031654 [Accessed 30 may. 2023].

Mandell, L.M. and Shaw, D.L. (1973). Judging people in the news — unconsciously: Effect of camera angle and bodily activity. Journal of Broadcasting, 17(3), pp.353–362. doi:https://doi.org/10.1080/08838157309363698.

Silverman, K. (1993). What Is a Camera?, or: History in the Field of Vision. Discourse, [online] 15(3), pp.3–56. Available at: https://www.jstor.org/stable/41389284.

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Categories
Group

Week 8: Texture of Couch

Look Dev Artist

Since my lamp is done with all its textures I moved on to my couch, For the couch I Finished the UVs and started to work on the textures. For the pipes I had to remake the texture idea I did for my Lamp but changed it slightly to make it look a little bit different, But mainly the Pipes have the same color as the lamp pipes.

Couch UV
Grid frame

At the side of the couch, there is a grid for extra detail, This grid I decided to leave a bit more metal color and also give it a bit of rust just like the pipes. For in the scene that Martyna put together I got rid of one side of the frame for the couch since this side was not visible at al in the shot and would only add extra details.

For the couch, I went for the Chesterfield look of leather and went with the complementary color our team choose for the scene. This color was a Bordeaux kind of red, I made it to where the couch and the cushions looked a bit scratched so it wouldn’t be a very clean couch but a bit more realistic. lastly, I added a golden texture to the small buttons at the bottom of the couch so the couch would look more fancy even though it is scratched.

CG Lead

Last week we were told by Gonzalo that apparently, everybody that is a Look Dev artist had to create 3 Assets as their minimum. Some of our group still only had 2 assets so as our CG lead I put a message in our group chat so that we could figure out the missing assets.

Message in the steam punk group chat

The people who still only had 2 assets were, Shuaiqi li, Jesse Ma, Jiachen Ding, Muqing Liang, and Zhiqian Huang. Eddy (Muqing Ding) Was in the classroom when this was pointed out to us so I immediately sat down with him looking if he could design another asset. At first I as a Look Dev artist was planning to design a Pipe system so that for our scene we could spread these out everywhere. But since this issue occurred I decided to give that as an asset to someone else and Eddy decided that he wanted to do the pipe system. For the other people I texted with them to figure out what other assets they could do.

For Jiachen we discussed through whatsapp and decided that since he got 2 quite big assets maybe when thinking about it the books also could be an asset. This is because the bookshelf for him took quite some time. I mailed Gonzalo for this and said this was all good. So The only thing he had to do is make it a nice looking stack of books that could be placed in the room everywhere.

For Liam, He told me last meeting before Gonzalo told us about the third asset that he maybe wanted to make a frame for the UI since we thought it would be a better idea then putting his UI on the actual window. So I texted him saying if he could go through with the idea and also sent him some reference ideas on his request.

For Jesse I had thought about the glass floor since he also did the window, He also did 2 somewhat bigger assets and since one of those assets was the window and the other one the pool (which is viewed through a glass floor) We decided that it would be best if he also created the glass floor to stay in his theme.

Lastly was Zhiqian Huang, There were not many ideas left for assets as well as that our scene is getting quite crowded. For my assets I als made a standing light. I wanted to use part of these lights to create ceiling lights (with the pipe and the metal cage lamps) but since different people also needed to make assets I asked Zhiqian to create the ceiling lights. These were lights that needed to be a little more simple and could be placed on many different places through the room on many different heights. I also gave her an Idea/reference of what the idea had to be.

Below you see the references I sent to Zhiqian and Liam so they got an impression of the item they had to make. Of course they were allowed to put in their own style from the reference.

Martyna and I Applied for a meeting with Dom (we had already done this a few times last time Dom told us to make the storyboard we made) for this Martyna made some notes:

Light
Two layers of light bouncing with water – v complicated
Instead of glass have transparent object to cut on render time.
Glass on the separate render layer
Swimming pool on the separate layer

Instead of glass have transparent object
From camera view create ibl (360) glass panels and have it on separate layer.
In comp add them together

Raised up area under hologram – half a foot in the air
Hologram moving up and down (bumping) a bit motion curve

Bronze brass silver rusty

Massive blue glow from the hologram overpowering the scene
After going through the hologram you take it down a bit so you see the bouce lights and the golden glow

Add ventilation points in the room ceiling etc.

Mesh light of the hologram turn the visibility of the light off -radiating from the
Add little details to the hologram and the platform

Walls are too clean, too modern
Small bump map, displacement map on the walls, put steampunktexture on the wall

Damage on the walls a bit of brick on the wall in comp
Almost no lightning just tiny bits from the outside

Art deco windows
Render layers and passes

Broken up outside light = much better scene
Do not overlight the scene

Try to separate light
Low poly model flying past the ship to break up light a bit
Crypto_asset
Subsurface scattering off for now and

Every 10 frames note where my eyes drawn

Categories
Personal

Personal: Stairs, UV, Fountain

In this period of working on my Personal project I came to the phase of doing the UV of the models I created. Also while doing this I realized that there were some items missing in the scene that would make the whole scene look a bit more interesting.

Starting off this day I created a wonky stair path so that in the scene you would be able to go up the stairs to the temple.

After creating the elements I wanted for the Temple tower I started doing the UV’s on the different shapes. Since a lot of my elements are copied I narrowed my scene for the UV down to all the individual objects that need an unique UV. This way I didn’t need to UV multiple times the same object, I started off with doing the UV on the pillars and also the small stairs I created.

After Creating these UV’s I redid my duplicate special for all the parts and made sure that everything is the same again so the vines would still fit in the scene.

When I Was looking at the model I still felt like there was something missing in the center of the build. When I did some online searches I came to the idea of creating a marble fountain that would fit well with the style of the build. First I found a reference image that I placed in the maya scene and tried to remake this as a 3D model.

Above this text, you can see the references I found and for my own fountain I choose to go with the reference you see on the left. Below this text I started off with a part of the main pillar and I designed one of the segments that would go around the pillar for the part that would have the water of the fountain inside of it. after finishing the middle part I created the four different layers and duplicated special around the middle pillar.

Since all the other parts already had the UV’s I did a really quick UV map on my marble fountain and then exported this to go into substance painter so I could create the marble texture of the fountain. Above this text you can see the marble texture I created in substance painter and the image below shows an example of the textures in maya. overall had the fountain the same marble texture and I also added a little bit of green dirt to add to the detail.

Lastly for this blogpost, I also created some stone fencing that I have created for the middle segments to add some detail through the scene. I placed the 2 layers between the heights of the model. An example of the placement is shown in the image below.

Categories
Thesis

Thesis proposal structure

After Talking with Nigel about my thesis proposal, we talked about the form I posted in the last post. In this document, I did some research about how society interacts with a camera and how they will create a different camera angle to show how they view that scenario in different scenarios. I will use this part of the research in one of my chapters to show a different side of the camera perspective (not only film). Unfortunately, the person that was just before me with their one on one meeting with Nigel took too much time and caused a delay in Nigel’s schedule. Due to this I was also a bit rushed and didn’t get all my time to talk to Nigel.

I got a few points from him that I should further research and After the meeting, I decided to see what kind of structure I should have for the thesis. I used Nigel’s document of the structure and wrote a small explanation/idea for myself so it will be easier and quicker to write the proposal.

The Thesis Proposal structure:

  • Research title or question

[How does camera perspective influence our view on a character/scene (work on detailing my question and point out the issue/ what is really the question I want to answer?)]

  • Draft Introduction

[The use of camera angle and perspective has been used in the animation, film and VFX industries for many years now. (First sentence – a general statement that does not include the main focus but introduces the issue)]

[Perspective is a way of presenting a subject to a person. This can be the view on someone in real life or something you watch through a monitored screen portraying the perspective for you

(Definition – A paraphrased definition (don’t copy/reference sources!))]

[Overall the camera angle and perspective has been used in the industries for a long time and the have been helpful in portraying the subject in question but will this form a view on perspective on the viewer for the movies (Thesis – include question words and show your sections / key arguments of the assay)]

[This assay will focus on different scenarios where the importance of camera perspective will influence the view of different viewers. (Outline – Must explain what the assay structure will do and the outcome/conclusion)]

  • Key words searched

Perspective, Cinematography, Point of view, Camera Lens, Camera Angle, Dominance

  • Research Design Methods

A research design is the ‘procedures for collecting, analysing , interpreting and reporting data in research studies’ it is the overall plan of connecting the conceptual research problems with the pertinent (and achievable) empirical research.  In other words, the research design sets the procedure on the required data, the method to be applied to collect and analyse this data, and how all of this is going to answer the research question.

There are three possible forms of a research design: exploratory, descriptive and explanatory.

Parahoo(1997:142) describes a research design as ‘a plan that describes how, when and where data are to be collected and analysed’

  • General outline of each chapter

A general outline of each chapter, here I want to find different types of researches that will all point back to my one question.

  • Draft literature review

A literature review is an objective, critical summary  of published research literature relevant to a topic under consideration for research. Its purpose is to create familiarity with current thinking and research on a particular topic, and may justify future research into a previously overlooked or understudied area.

Consistent of a literature review:

  1. Introduction:

A concise definition of a topic under consideration, as well as a scope of the related literature being investigated.

Intentional exclusions (example: this thesis will not include’)

State the general findings (what do most of the sources include), comment on availability.

  • Main body:

Chronological and thematical approaches

Premise, methodology and conclusion.

Use logical transitions and connections.

  • Conclusion

Summarize the key findings

Justify a research proposal.

  • References

Don’t forget to cite in the text and complete citations for every source.

  • A draft chapter (Title)

In this draft chapter, I will write out one chapter with more information and point out the different research used for this chapter.

  • Indicative bibliography

Researches used and also researches that may be used in further development

Note, Questions to ask yourself: who, what, where, why, when

Categories
Group

Week 7: Detail of chair and Lamp Texture

Look Dev Artist

Chair:

Using the same method I used and learned from how to make the couch I designed the chair. As first part it has the same pipe system going around the chair so it will hold up the chair. Then I started creating The body of the chair, for this I used the reference image I had for my couch and created the chesterfield like seating. As you see on the reference the chair is a bit higher and has smaller arm rests. So I tried to recreate this from the reference image.

Reference image
detail

Here are some zoomed in details regarding the chair. One of the more important traits for this chair is as I said the arm rest and the ear like back that is somewhat higher then the couch is. I used the method I learned from the tutorial video from the couch I created to make the little indents and outer bulbs of the armrest and the sides of the backrest.

As shown in the images below I re-used the grid side panels I also had in the couch and that is also used in the coffee table (made by eddy) and the radio (made by Nira). This is an element that comes back in multiple places in the scene. and on the right image below this text you can see the result of the chesterfield like steampunk chair I have created.

Over this term I have created 3 different models for our Group project regarding the theme steampunk. For this I was given the option to choose my assets and I choose to create a lamp, a chair and a couch. I have now completed the models that will be ready for the texturing. As seen below I have placed the elements I created together in a scene to show how it fits together in the scene.

Since most of the chair is used elements from the other assets I have made, for example the grid on the sides or the pipe systems that are both used in the lamp as in the couch. The UV’s where more easy to do since the main focus layed on the main body of the chair. (as shown below)

UV cushion

Lamp

For this week I also wanted to do the finishing product of the lamp. So I went into substance painting with the neatly UV’ed Lamp I had modeled and started working on the texturing. For the textures of the lamp, I needed to create a few different parts. So for the lamp, I went to substance painter and started making the dark rusty pipes system texture, the copper part of the Gas tank part, and the gas meter on the lamp as well. All the pipes have the same textures and the in-between parts have the same texture but are made lighter in base color so you can still see the difference between them. For the lamp caps, the thin metal once I gave a simpler metal texture but as for the main lamp cap I worked with the baking system and made it to were the brims you can see the underlaying metal layer and for the base lacquer which added a nice detail to the lamp.

After finishing the main base of the textures I realized that for the Gas meters, I would need a texture that would fit the meter. So I would have gas tank meter numbers going across the board so it will look like a real gas tank meter. I designed this in Photoshop and then made it as its stamp in Substance Painter. You can see the design of the meter in the image below and lastly, I will implement a video of a rotation of the lamp from when the textures were implemented into Maya.

Png Gas-o-meter design

CG Lead

This Week I did a few different things about Being a CG Lead. First of all, I looked at the Excel list (the weekly list to keep track of everything) and decided to add different parts to the list. I filled in for this week and already filled some parts in for the upcoming week to make sure we are on schedule. In the schedule I pointed out what the CG generalist, Look dev artist, and the Compositor had to do for this week and next week this is also so Gonzalo, Christos, and Dom can take a look at this list and kind of see what way we are heading and how far we are. Since we are nearing the end of the term we need to make sure all the assets work in the scene. So for the next week we need a finished asset of everybody so we can point out if anybody has issues with their assets.

Also of course every week (every day) I take a look at the padlet we created and make sure I am up to date on everybody’s work. For the Look Dev artists everything slowly starts to form into the item they are trying to create. Overlooking our pallet You can see that most of the people understand the color template and that all the items also fit in with each other in the scene.

After the last meeting, we also talked about who would do the outside area and that this would form to be a matte painting. Christos (Compositing lead) took it upon himself to create the outside area as well as that we discussed that at the end of the video, there will be a docking system where Nira’s spaceship would land, this will also be implemented through matte painting. In the messages on the padlet you can see that Christos made his first drafts of the matte painting and I responded on it noting that I would want to further discuss this in our next meeting. It had a good feeling as a first draft but ofcourse still needed some work.

The mood board I created last week that viewed our ideas of how the outside is supposed to look also got a reaction from Dom, saying particularly about the parts shown in the image. I took a picture of this message and made sure that Christos got the message since he was working on what should be outside.

options texture pipes

Since everybody started working on their textures as well I also made sure that everybody was going for the same idea regarding their pipes. Since a lot of people started creating their assets with pipes I knew it would be a good idea to discuss this in the group. So I made a list of different pipes with different textures and showed it in our group chat to make sure everybody had the same idea. The pipes I sent all kind of had the same feeling to them together but most people voted for 1,7 and 8 as that being their favorites which all three had that dark copper idea to them.

Categories
Personal

Personal: Ivy

After the last post, I finished the bigger layer of my temple tower and towered it up so it has 3 layers. To add to the temple tower I searched this tutorial that you see below to learn how to add Ivy to my build, this will make it look old/realistic because it is an overgrown environment. After watching this tutorial I implemented the Ivy to my build.

I spent the whole day working on where to add the Ivy and how to make it look overgrown. As shown in the tutorial You have to use a spline tool to create the pathing of the Ivy. I also learned in this tutorial that it is quite easy to make this Ivy move and since this scene is going to be slightly moving I think this would be adding that extra small detail to the total image.

Detail of the Ivy

Here are some images of the process and detailing the Ivy adds to the scene. As you can see in the images the leaves are still only squares instead of looking like real leaves. I will need an alpha image to add the depth to the leaves and make them look real.

Categories
Thesis

Thesis Template

Nigel had given us a template so that we could sent it to him and discus this during our one on one meeting. For my template I talked about what I had made last time and evolved this into some interesting sources regarding my topic. During the meeting I discussed with him that I also had my research direction not only going into the Cinema spectrum but also leaned towards how it is in real life and how it is used as a fraud.

Categories
Group

Week 6: Defining couch and UV lamp

Look Dev Artist

Lamp:

When looking at Ftrack I went to review of my lamp and saw that someone had given me a review on my lamp asset. The review said that my asset was good and it could go into the next phase. This phase is doing the UV’s and starting to texture the assets. So I went into my maya file and started doing the UV’s, this is a very tedious and long job selecting all the different components individually and doing their UV’s in the UV tab.

Here you can see a few of the components I have UV’ed from the lamp. Above this text you can see the objects and their unwrapped UV’s. You can also see the checkerboard below this text on some of these items.

After doing all the UV’s I took a screen shot to show the results of the UV maps I did. I had to take this screen shot from some what closer so the checkerboard would be visible. This image I have also re-uploaded on Ftrack for new feedback on the work I did. Now I have to look into the texturing part but I would have to look into that with my team since a lot of people have done pipe systems and we want to go for a general feel.

Couch:

Two weeks ago I sat down to work on a draft version of the couch that will be added to the scene. This draft version of course lacked on some details. This week I sat down again for the draft version and started to add some details to my design. For some parts I used what I had done on my draft version and for other parts I had to re make it. for the main body design of the couch I had followed a tutorial. (see below)

following the fast tutorial I made the details of the back of the couch. This was to create the idea of little indents and having this over the whole couch. and added to that where the extruded lines going from one indent to another. above this texts you can see a closed up detail for this process and below you see the whole thing together. the sides (armrests) where added by simply using 2 bends and bending the sides on a 90 degree angle.

Above this text you also see the cushion of the couch. I re-used the one I created in the draft version and added these little brim lines on top of the component, you can see these in the reference image above.

Then as shown in the tutorial I also added this part for below the cushions. this gives the couch some more depth to it otherwise the cushions would feel like they would fall through the couch, this was also done in my draft version with a simple cube.

Lastly I added the details to the to the pipes around the couch according to what changes where made to the body of the couch. In my first idea I wanted to add gears but in this version I decided that these would not fit to the couch I created and left these out. The raster shown on the left image was something I already added but I have played around with it in this version according to what would fit with the changes of the couch.

also the back corner of the couch had some changes since it now is more a soft corner. as shown in the image I have cut it to be 2 times a 45 degree angle instead of 1 time a 90. this takes up more of the empty space that was there befor.

In the end this is what the couch looks like, I have uploaded this on Ftrack again as a video that rotates around with the wire frame on it. My next step will be moving to fixing the UV’s and applying the texture to it.

CG Lead

For this week as a CG lead I tried to push people to uploading the first model they made as an Alembic type of file. This is so that the CG Generalist could start working on the scene and see if there is anything weird regarding the objects.

Other then that Martyna and I had a meeting with Dom to talk with him about the fact that now it goes full frames and that we wanted to figure out what was the best way to fill in that last few frames that now looked quite flat. During that meeting he pointed out about our story in the given scene, and he started by creating a storyboard as an example. Since we had not made a story board Martyna, Nira and I decided to sit down to create the story.

After we had a general idea for the story board I sat down and drew out all the details on top of the frames Martyna had given me as a reference. With the drawings I also implemented text and arrows to point out important parts.

Story Board

Other then that I also made a moodboard for the outside area since we had not really pointed out on what was going to be outside. I also sat down with Christos to discuss this since he would be doing a matte painting of the outside space. An important element of the outside area is now that due to our story board we decided to add a docking system to the last few frames to really give it that depth.

Outside moodboard

Categories
Personal

Redirection: personal project

After the start I made on the pillar I made before I started to rethink the design of the model I made and of how I want to portray my version of a temple. For this I went on pinterest and went on a search for some more reference images. With these reference Images I created a mood board where I can view different elements of the different temples I searched. (see the moodboard below this text.

Moodboard

I started off by recreating the pillars, for the pillar model I followed a tutorial to get the look viewed in the picture. You can click this link to be directed to the tutorial used to get the models. Referring to the mood board you can see in the top right that there are two temples that have a circle shape. I used these references to also get to my circle shape that I think will be a good idea for my design.

I have stacked these pillars on top of each other to get the temple to have more height. The idea would be that this temple would be standing on the side of mountain, the idea/inspiration is shown in the mood board. (see the second image) I will be adding a lot more detail to this model and want to try working in layers. I started with making the diameter of the circular building a bit bigger and adding the details to this. (see image below) Of course there still need to be added a lot of detail and a lot of changes to the model.