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Garth the Gargoyle A ride through the uncanny valley.

Garth the Gargoyle

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Garth the Gargoyle. A ride through the uncanny valley . Goal. Requirements for successful CG-implementation. Goal. Requirements for successful CG- implamentation Focus on animation and compositing. Concept. Challenging design Hind legs Wings Tail. Concept. - PowerPoint PPT Presentation

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Page 1: Garth the  Gargoyle

Garth the GargoyleA ride through the uncanny valley.

Page 2: Garth the  Gargoyle

Goal

• Requirements for successful CG-implementation

Page 3: Garth the  Gargoyle

Goal

• Requirements for successful CG-implamentation

• Focus on animation and compositing

Page 4: Garth the  Gargoyle

Concept

• Challenging design– Hind legs– Wings– Tail

Page 5: Garth the  Gargoyle

Concept

• Challenging design– Hind legs– Wings– Tail

• Challenging scene and light– Daylight. Cannot hide mistakes.– Ice and snow. Sparkle effect, subsurface scattering

and bounce light.

Page 6: Garth the  Gargoyle

Concept

Early concepts

Page 7: Garth the  Gargoyle

Concept

• Added filmed clip to storyboard– Increased animation and compositing challenge

Page 8: Garth the  Gargoyle

Modeling

• Three models

Page 9: Garth the  Gargoyle

Modeling

• Three models– Base mesh. Even edge flow for optimal sculpting

Page 10: Garth the  Gargoyle

Modeling

• Three models– High poly. 9 million triangles. Used for baking

displacement and normal maps.

Page 11: Garth the  Gargoyle

Modeling

• Three models– Low poly. Topology designed for animation and

good displacement map subdivision.

Page 12: Garth the  Gargoyle

Rigging

Page 13: Garth the  Gargoyle

Rigging

• Intuitive– Less hands on animation

Page 14: Garth the  Gargoyle

Rigging

• Intuitive– Less hands on animation

• Muscle system– As part of an intuitive rigg.

Page 15: Garth the  Gargoyle

Rigging

• Intuitive– Less hands on animation

• Muscle system– As part off an intuitive rigg.– Free deformation animations

Page 16: Garth the  Gargoyle

Rigging

• Intuitive– Less hands on animation

• Muscle system– As part off an intuitive rigg.– Free deformation animations– Keeps volume on bending regions of mesh

Page 17: Garth the  Gargoyle

Rigging

• Intuitive– Less hands on animation

• Muscle system– As part off an intuitive rigg.– Free deformation animations– Keeps volume on bending regions of mesh– Muscle and wing jiggle

Page 18: Garth the  Gargoyle

Rigging

Page 19: Garth the  Gargoyle

Rigging

• Issues:– Muscle deformation on displacement map defined

mesh.• Have to render to see the true deformation on mesh.

Page 20: Garth the  Gargoyle

Rigging

• Issues:– Muscle deformation on displacement map defined

mesh.• Have to render to see the true deformation on mesh.

– Tail rigg too intuitive• Easy to use, hard to master.

Page 21: Garth the  Gargoyle

Animation

• Winged predator with tail– Different center of weight.• Can lean forward more

– Strong and agile motion scheme

– Aggressive behaviour• Like other predators, moves into position for attack

Page 22: Garth the  Gargoyle

Animation

Page 23: Garth the  Gargoyle

Animation

Page 24: Garth the  Gargoyle

Animation

• Issues with filmed material– Time the animation with other characters– Hectic flow of planned poses, – Loss of CG-characters weight and momentum.

Page 25: Garth the  Gargoyle

Animation

• Issues with filmed material– Time the animation with other characters– Hectic flow of planned poses, – Loss of CG-characters weight and momentum.

• Wings collides with itself.– Better skin weighting and added edges.

Page 26: Garth the  Gargoyle

Shaders

Page 27: Garth the  Gargoyle

Shaders

• Mental ray mia_material

Page 28: Garth the  Gargoyle

Shaders

• Mental ray mia_material– Final Gather and IBL lighting

Page 29: Garth the  Gargoyle

Shaders

• Mental ray mia_material– Final Gather and IBL lighting– Mib_flakes for frost glitter effect

Page 30: Garth the  Gargoyle

Shaders

• Mental ray mia_material– Final Gather and IBL lighting– Mib_flakes for frost glitter effect– SSS shader for snow/ice subsurface scattering

Page 31: Garth the  Gargoyle

Shaders

• Mental ray mia_material– Final Gather and IBL lighting– Mib_flakes for frost glitter effect– SSS shader for snow/ice subsurface scattering– Render passes

Page 32: Garth the  Gargoyle

Shaders

• Don’t overdo the mib_flakes.

Page 33: Garth the  Gargoyle

Render and Comp

• Render passes– 32-bit .EXR• Material Color• Direct lighting• Indirect lighting• Raw Shadow• Specular• Reflection• Matte

Page 34: Garth the  Gargoyle

Render and Comp

• Nuke setup– 3D-projection scene– Backgrounds are still photos– Imported camera with baked animation– Grade and color correction– Light wrap– Motion blur– Film noise

Page 35: Garth the  Gargoyle

Render and Comp

Page 36: Garth the  Gargoyle

Render and Comp

Page 37: Garth the  Gargoyle

Render and Comp

Page 38: Garth the  Gargoyle

Render and Comp

Page 39: Garth the  Gargoyle

Conclusion

• Muscle system not necessary– A Pose Space Deformation solution had been equally

effective• The use of actors as animation reference vital– Should have used an extra actor for gargoyle

movement reference• Displacement maps are time consuming• Nuke is a powerful tool. Prepare for it!• Maya 2012 is another kind of ”tool”…

Page 40: Garth the  Gargoyle

Thanks to:My mentor, Mattias Bergbom – VFX consultant for DD

Erik Öhman – awesome actor and post-master

My awesome classmates!

And to gscept for giving me this opportunity!

[email protected] gscept logga :P