:: Mini Space Ship

 

This Project is about understanding how to break down a CG object into RGB multi renderable layers, which will be composited and lit in Shake or any other compositing software. The workflow is

basically, seperating an object's shader into its basic elements like rgb specular, rgb diffuse, ambient, etc... A metalic spaceship will be used in this demostration, and I will show the work breakdown

and process of this project.

 

 

 

 

First Things first, I went out to capture my background. It was an exciting experience

because it was my first time checking out the HVX 200.

Its capable of shooting in HD and also HD has way higher resolution compared to DV.

Meaning, I have to keep in mind of being more detail as I work on this shot.

 

 

 

 

Once the shot is being captured and sent into Boujou for matching the camera.

Later bringing that matched camera into Maya itself.

 

 

 

Ok now its time to work on the model. However, I have to be sure my object

has some level of detail that will complement itself in HD.

Though having a simple design reference I went on to add in more

details by having mutiple turbines inside it.

Well my model is modeled in Polygon.

 

Scene Setup and Basic 3 Point Light Setup

Object Setup

Quick Texture and Shading

Source Images

 

 

Now having the matched camera in Maya and the model ready.

I had no idea or visual imagination how the out come will be. Moreover, I had no clue how

am I going to break those shader up.Therefore, its only logical to work out the shot and throw

on the texturing first and geting those color I want onto that space ship as quick as I can.

Then only will I know what how much more details I need.

Projecting textures was my way of geting those textures up quickly.

As you can see those 3d projection texture grids surounding the model.

 

 

 

 

After geting those textures on, I also have to have some knowledge how my lighting will look like.

So by throwing in a rough and quick 3 point lighting and rendering it with a occlusion pass, I finally got

the rough look which I wanted. All these rendered within Maya.

 

Render Layers

RgbDiff . . RgbSpec. . SelfReflec

RgbShad. . Ambient. . Reflection

 

 

With the spaceship being rendered visually, allowed me to get into the

technical breakdown of the shader without much confusion.

I know where my textures are placed and where more details were needed.

Basically , I can now focus on individual parts without worrying about the whole picture.

Before working out the different shader layers, best is to create the render layers first.

It acts as a plan and a guide for me, so that I will not get lost while working.

Its easy to get a brain block or brain blank out after awhile.

Go through those shader spheres to see how the settings are made for each

shader element. These are the main elements that were used through out the whole projects.

 

Render Passes

 

 

Whats tough and dry about this stage is the repetitive work that have to be done for the individual parts

of the space ship. However, the final result and the amount of flexibility the layers gives, its all worth it.

For example: objhead specular, wing specular, engine specular, turbine specular, booster specular, so on

and on. I need to create rgb Specular, rgb Diffuse, rgb shadows

Here are all the different shader elements created.

After many gruesome hours, its all done and time for the renderfarm to do the work. Also time for me to sleep.

 

 

Shake Network

 

 

Well! do expect human error, some layers may turn out bad due to human error.

However, this workflow and technique allow one to go back quickly to maya

and change those settings and sent it for render again in just minutes.

While those bad layers are sent for render, no time is being wasted as I can still get in shake to build up

the compositing network .Once the network is set up, one is actually ready to fly on this project.

I can go back and forth Maya and Shake.

Allowing me to add detail to specific textures without rendering the whole shot all over again.

 

Final Composition

 

 

From this point onwards is all art and observation. After several rounds of going back forth,

adding more layers and details. Here is the final output from shake.

Link to Final.mov

 

Here is the rework after class critique. Well it took me less than 2 hrs to get those small changes in.

The change is suttle, watch for the reflections of the shrubs and the bottom side of the spaceship

is darker.

Link to ReWorked.mov

THE END