- Collaborative Project ProgressionWe have completed a part of the project excellent. I am sure that in the constant exchange of ideas, each member of the group learned something new, and in particular, I learned many key details from the whole project. I kicked off the whole project with the main idea but a lot of the details …
- S2.W8_NukeThis week I learned somethings about the foundation of green screen. Some basic information about selecting the specific areas in different ways. We have learned about luminance, saturation and hue. The main idea of the colourspace transfer is similar with the colour lab in photoshop and so on. In addition to this, we learned some …
- S2.W7_NukeThis week we are asked to roto the machine sequence. I have tried both two idea to get a correct alpha. One of the method is easier. Only using a certain fix frame to project it on card which is at a correct position and we can get a property result by a correct render …
- S2.W6_NukeThis week we have learned how could we combine different layers from certain render. I have used v-ray, Arnold and mantra render. So It’s not difficult for me to mix different AOVs. Once I understand the principle of render each step will be more clear. Besides that, Mr. Gonzalo has showed us the function of …
- S2.W5_NukeThis week we have learned more examples about the project node. In certain statistic building scene it is a really fast way to patch or add something in images by the project node. We mainly learned two interesting ideas to come true some amazing results. Firstly, we can use the project camera to map certain …
- S2.W7_mayaThis week, I have rendered all factors in the Arnold render. I used three rectangle light to make the shadow of the old machine catch the raw sequence. one more important thing is the color space. When the rendering finished the default color space is srgb, we have to change the setting in nuke same …
- S2.W5_MayaI have finished textures in the week. After updating the substance painter to newest one, these is something changed. Especially for different materials in one model, it is a little wired to split them into different parts to paint. Besides, there is some problems for baking AO and normal textures. Sometimes I don’t want components …
- S2.W6_MayaI export tracking camera information to Maya scene from Nuke. The first time test is not good because I notice that the scene cannot catch the models. I found the tacker point is not as much as good. After I delete some useless point it work well. Then I adjust the position of model to …
- Collaborative Unit_w4I have talked several times with my animation team member to improve the rhythm of the animation and fix some problems. at the same time, I was prepared to solve the flip in Houdini. This week We finished the p1c3,p1c4,p3c3 animation and We are going to finish p1c2, and p4 animation. My partner YingYue Feng …
- Collaborative Unit_w3In the third week, we established a very detailed production plan and a division of labour among the group members. We also discussed and decided on the content of the footage we needed to produce. P1c1: Medium shot, the camera panning to follow. The view follows the leaves as they drift down and finally land …
- S2.W4_NukeThe week 4 we have studied deeper functions of 3D camera tracking. The first interesting new method to remove some specific patches is the node of the project. I froze a certain frame to roto paint for removing some useless patches. Then I froze the same frame again to hold the result of roto paint …
- S2.W3_NukeThis week we learned some new things about 3d Tracker which is similar to the 3D equalizer. The main workflow and principle are the same with other tacker software, however when I want to re-distort the image the side of the image will have some errors such as the below image.
- S2.W3_Mayathis week We have learned about constraint and animation. Because keying frame is a little complex, I just create a circle as a controller and using script to links each element together . If I want to change speed at any frames I can only changing one parameter to control all things. Then I used …
- S2.W2_NukeThis week we almost finished all the methods to remove markers. I will collect all methods by my own understanding and I won’t post some simple way that does not get a great result. The first method I want to call the High and low-frequency method because this way of the principle is very similar …
- S2W2MayaFor the machine example of Mr Nick Savy, I noticed that he added a key to the model UV offset to “cheat” eyes. However, in this way, a UV map is required to unfold to a specific type otherwise, we will get a wired result. Besides, he made a blender shape for the belt and …