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Eddy's Work Thread

* * * * * 4 votes VFX Compositing Matte Painting Nuke Modeling 3D Maya Art Painting I Paint Sometimes

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115 replies to this topic

#1
Eddy Idriss

Eddy Idriss

    Second Year VFX

  • 454 posts
  • Gender:Male

  • Work Thread

So, thought I would get the ball rolling after not posting over the summer. You know how it is, this is my work thread where I post work etc... I had a busy and intensive summer working at Rewind, and it was one of the best experiences I have had. I have a great appreciation for all the Artists, Developers and Producers there for not only being so helpful and teaching me a lot but also for how talented they are and I respect that they are the best at what they do. 10/10 would intern again.

 

 

So work, might as well get on with that:

 

So I have spent most of today and yesterday doing some clean up on the UH creature plate, I decided I want to practice compositing techniques and go beyond what Mark wanted us to do in lecture.

 

I decided to remove this plant from the plate using the projection clean up Mark taught us in Moving Image last year, but this time I am keying the merge between multiple projections to stop the clean up from sliding. Here is the plant I want to remove.

 

pE5y45K.png

 

QsuJu51.png

 

So here is the clean frame I am projecting from, my aim is to have the plant removed saving me from rotoing it out when the creature lands on the wall. I took a break on the roto to experiment a bit.

 

Here is how I did it, if there are any compositors that catch anything out please give me a shout, would love to know a more efficient method with projected clean up. Mark mentioned something to me today that I will try out on a later date, Ill keep the thread updated.

 

P0GnMzy.png

 

So I started with multiple frames I cleaned up in Photoshop I then rotod the area I wanted to change, in this case it was the plant. I blurred the edges of the alpha and unpremulted it just to keep the pixels in the aliasing and also to give it a softer silhouette.

 

x3qKHhc.png

 

I then projected the cleanup onto a card with the aligned alembic cache, making sure it was as accurate as possible and then with a scanline renderer I visualized that in the 2D viewer and merged that onto the plate. I then keyed the mix of the merge between each cleanup to make sure they would blend between them. and this is the result. obviously it isn't perfect because I am unsure if this is the best process and this is the first time I have attempted this. So please crit away:

 

Passwords: creature

 

Original:

 

 

Cleanup:

 

 

Still a work in progress for sure, I need to finish off the roto, that/s a post for another day. Oh and heres the head for the Lidar Lady project with my main man Lewis G:

 

RUpjUrL.png

 

Gonna update on more soon, peace out  :happy:


Edited by EIdriss, 20 November 2016 - 06:38 PM.

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#2
Eddy Idriss

Eddy Idriss

    Second Year VFX

  • 454 posts
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So for the lighting scene I have chosen V for Vendetta. Awesome film with some great cinematography. Here is the chosen scene:

 

 

I am open to any suggestions. I am just generating Ideas for it at the moment.


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#3
liamdbarlow

liamdbarlow

    Level 6 VFX

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You could save yourself some time by connecting all of your scanline renderers into a single dissolve node and animating the dissolve there, that would save a lot of fiddling with all the separate merges. Then you can merge from that dissolve straight back over your plate (remember to grain your patch just before the merge). Good stuff man :)


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#4
Eddy Idriss

Eddy Idriss

    Second Year VFX

  • 454 posts
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You could save yourself some time by connecting all of your scanline renderers into a single dissolve node and animating the dissolve there, that would save a lot of fiddling with all the separate merges. Then you can merge from that dissolve straight back over your plate (remember to grain your patch just before the merge). Good stuff man :)


Awesome, I'll give that a shot. Thanks a bunch.

#5
Eddy Idriss

Eddy Idriss

    Second Year VFX

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So the roto is finally done, tried my hardest to keep the edges as consistent as possible. I probably need to go over it in a few areas.

 

Password: creature

 



#6
Josh Barham

Josh Barham

    Josh - 2nd Year VFX

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Nice one man, just at the end there's a frame or two where the back foot pops through the wall but other than that looks pretty solid to me. Nice clean up too!


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#7
Eddy Idriss

Eddy Idriss

    Second Year VFX

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Nice one man, just at the end there's a frame or two where the back foot pops through the wall but other than that looks pretty solid to me. Nice clean up too!

Appreciate it dude, I'll take another look the end.
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#8
Eddy Idriss

Eddy Idriss

    Second Year VFX

  • 454 posts
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Here is an update on the Film Modeling and Texturing scan. Just need to finish off the rest of the arms and legs before I get to the UV's.

 

Uncc8YM.jpg


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#9
Lluis Cavalcanti

Lluis Cavalcanti

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Amazing, Eddy, I really like how even the topology looks
I don't know too much about topology, but I wonder about 2 zones.
The rib cage bottom line is not well defined on the front of the model, Lewis showed it during the lecture, so probalby is important to get ir right.
Also, the area next to the pubis, on the inside of the leg, have multiple 3 and 5 intersections that cut the edge flow of that zone. Maybe you can try to fix the green area.

nEPLxtl.png


Edited by Lluis Cavalcanti, 08 October 2016 - 08:32 PM.

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#10
Eddy Idriss

Eddy Idriss

    Second Year VFX

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Amazing, Eddy, I really like how even the topology looks
I don't know too much about topology, but I wonder about 2 zones.
The rib cage bottom line is not well defined on the front of the model, Lewis showed it during the lecture, so probalby is important to get ir right.
Also, the area next to the pubis, on the inside of the leg, have multiple 3 and 5 intersections that cut the edge flow of that zone. Maybe you can try to fix the green area.

nEPLxtl.png

 

Thanks man, i'll have to re-look at the example images again, see where I went wrong.



#11
Eddy Idriss

Eddy Idriss

    Second Year VFX

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For some reason the last post didn't upload or it was deleted. Either way, it doesn't matter. Here is the lady model so far, it looks finished but there are probably many imperfections in the topology. Will go over it with Lewis in the next lecture. Still need to fix some issues that were pointed out to me earlier.

 

gl8j99h.jpg


Edited by EIdriss, 10 October 2016 - 12:59 AM.

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#12
Eddy Idriss

Eddy Idriss

    Second Year VFX

  • 454 posts
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Haven't posted much after being out for a few days due to the flu, I have been messing about looking into how to make realistic eyes with my friend Tom. Here's what I got:

fcTvA6o.jpg

 

S5TVz8E.jpg

 

Still practicing, the bump is wrong and the eye shouldn't be perfectly spherical, those are a few thing I am changing with future iterations.


Edited by EIdriss, 16 October 2016 - 03:43 AM.

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#13
Eddy Idriss

Eddy Idriss

    Second Year VFX

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Got another update on the eyes. I have made it modular so to speak so I can change the Iris textures easily without having to retexture the whole eye. after a few renditions when I get the eye looking right I am planning on creating a small library of eye models and textures I can use on any characters I decide to model for fun. The different coloured eyes are there just as an example, there is variation in different types of iris's and I will be creating new textures for each instead of re-colouring them in nuke like I hace done for this example.

n6Innos.png

 

So here is an example of what I did. Still working on nailing the realism. Also planning on getting a skin shader looking good soon. Been reading up on SSS in arnold, heres a link for those interested : http://www.anderslan.../tut_skin1.html


Edited by EIdriss, 17 October 2016 - 09:49 PM.

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#14
LunaPie

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Your eye is looking really nice eddy :) I feel like the bump on the iris might be just a teeny bit too strong, it almost looks a bit leathery, but apart from that I think it looks really realistic!


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#15
Eddy Idriss

Eddy Idriss

    Second Year VFX

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Your eye is looking really nice eddy :) I feel like the bump on the iris might be just a teeny bit too strong, it almost looks a bit leathery, but apart from that I think it looks really realistic!

Yeah, that's one of the things I am meaning to change. Appreciate the kind words 


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