Dan Hume's Blog

latest development on PPT
March 1, 2010, 9:29 pm
Filed under: 3D, Maya, Post Production Techniques

I’ve finished texturing and modeling the 3D stuff I want to in-corporate into my project. I’m not sure on which of the two textures of the 3D character I should use in the final piece.


new texture
February 25, 2010, 4:44 pm
Filed under: Maya, Post Production Techniques

I wasn’t to happy with the texture I used before so I started trying out with another texture I created in Photoshop. I decided map the image around the whole of the body.

Maya texturing
February 24, 2010, 8:09 pm
Filed under: 3D, Maya, Post Production Techniques

Today I’ve been doing some basic texturing on my 3D character. I’m sticking with using the color scheme of the Kaboosh logo, which is green, white and brown.


Firstly, I decided to texture the legs. Since the legs were extruded from the main body of the character, I had to go to faces, which allowed to select all the faces of the legs.

Then I went to Rendering Editors, Hypershade. I chose the Lambert texture. I then double clicked on the Lambert 3, which opened up the Material Attributes menu on the side. I Selected the colour I wanted, which I chose white. I made sure I selected all the faces on the legs. Then I went back to the hypershade menu, held click on the left arrow underneath Lambert 3 and chose Assign Material to Selection.

This then changed the legs to white. I did the same process for the arms. For the main body I used a texture that I created in photoshop. The image was a combination of different sized line strips going horizontally and vertically. I wasn’t sure how well this would look once I mapped on the body of my 3D character.

Here is the texture mapped onto the body.

The texture didn’t seem to be any good after it was mapped but I then played around with the 2d Texture Placement Attributes, which allowed me alter the way the look of how the texture is presented on the body.

I decided to map the texture so the lines shape together like this.

Post-Production developmentcrea
February 18, 2010, 9:10 pm
Filed under: 3D, Maya, Post Production Techniques

I’m in the process of rigging my 3D character in maya.

I’m working on the legs and the feet, which have been straight forward to do but I’m having a little trouble doing the reverse foot lock method. This method allows the character feet to slide along the ground. Once I’ve sorted that, I can then move onto:

  • making the joints for the arms (same methods as the leg)
  • create and attach controllers to the rig

Finished Product For Computer Graphics
January 21, 2010, 10:04 pm
Filed under: 3D, Computer Graphics for Animation and Film, Maya

Ok, here is my final piece for the Computer Graphics unit.

The concept of the piece was based on Realism. I was inspired by this approach from the 3D week channel 4 hosted. It made me realize how much everything is continually changing and developing and that this 3D week is possibly a pre-curse of what’s ahead in the future for television, film and gaming. 3D has been around for some time, but it’s now becoming slightly more commercial and there is a hunger of people wanting to be physically in the action. In terms of 3D animation/graphics, media companies are obsessed with how real, everything that is computer generated, looks. So the concept is basically ‘how far are media companies prepared to go when it comes to realism’?

The bullet is a good representation of  the movement of technology. As we all know, technology is constantly moving forward in one direction at a rapid speed. It’s exactly the same like with a bullet, it shoots out of a gun at a rapid speed in one direction.

I am happy with how this has turned out actually, even though I’ve had problems along the way. One of the problems that I had was I never had the chance to use Blast Code. Blast Code is a maya plugin which allows you to create an explosion effect in maya. It was really hard to get hold of it in the time I needed it for me to actually use it. So the alternative was to use the shatter effect in After Effects, which I feel executes the effect just as well.

I have noticed a little error in this piece and that is you can see a glimpse of light coming from the torch which is resting on top of this box as the camera turns to face the T.V. It’s not the end of the world that you can the see torch, but obviously I would reshoot it again and make sure the camera turns quicker or have the lighting positioned from behind the camera… possibly.

Just to add that I did include the Drizzle effect of the TV screen, which I created at the beginning stage when I was compositing the 3D bullet into After Effects. This was my way of representing the 3 dimensional world that the bullet has broken out of.

At the beginning I found the overall computer graphics unit very daunting and I didn’t know what the hell I was going to do or how I was going to get through it. I think what I’ve done has worked out well for me and I am happy with the finished product.

Bit of Tweaking
January 10, 2010, 9:27 pm
Filed under: Computer Graphics for Animation and Film, Maya

I have made some minor adjustments to the video. I decided to make the size of the bullet much smaller to make it more realistic.

Secondly, I wanted to make the bullet seem like it hits the person or is directly aiming at the person. In the first draft video, the 3D bullet felt like a layer on-top of the video because you see it fly past the persons cheek as it goes out of shot.

I created two layers of the video footage. On the top layer, I masked around the person sitting down. Once I had done that I made sure that the 3D bullet layer was in between the two video layers so as the bullet reaches the person, it disappears behind the top layer, which I masked around.

Testing out compositing
January 9, 2010, 11:13 pm
Filed under: 3D, Computer Graphics for Animation and Film, Maya

Well it looks like I’m not going to be able to get blast code for the explosion that I’m wanting to create. So I have decided to go for a different effect for the bullet coming out of the TV screen. I have made the TV screen look distorted and blurry so bullet comes out of the digital world, which is locked inside the TV.

To create this, I used the drizzle filter in after effects on a separate layer from the video footage. I then sized ripple layer to the size of the TV screen. It’s the best solution I could think of as a replacement for the TV screen exploding.

3D Bullet

I attempted to make a 3D bullet in Maya. I animated the bullets movement, which was a very simple key framing process. I then rendered the animation into a quicktime movie file and imported it into after effects. I haven’t added a texture to the model yet, so it doesn’t look realistic at the moment in the draft video I’ve rendered. Then the animation was composited with video footage at the very basic level. I am not feeling confident about this at all but I’m hoping with the extra week extension I’ll be able to improve this project big time as I’m not happy with how it’s looking.

Things I’m going to work on:

  • Adding some lighting to the animation so it fits in with the lighting in the video.
  • Make the bullet look smaller
  • Composite the bullet further into the video footage so it actually looks like the bullet is in the scene rather than layered on top of the video.

Here is a video of the first draft of the animation composited with the video.

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