Showing posts with label BA6 Studio. Show all posts
Showing posts with label BA6 Studio. Show all posts

Thursday, 9 May 2013

Using AfterEffects and Final Cut Pro


Before I rendered my model turntable, I batch rendered it.

https://www.youtube.com/watch?v=Hk9_TkyJMoU



http://www.youtube.com/watch?v=J3F2Yiuquzg

http://youtu.be/ZFhk-aM9sM8

These pictures show how I set up my clips so that they could fade between wire-frame and colour-textured.



Friday, 3 May 2013

Diffuse Map Adjustments





These are the textures I used to create the base of the model;








Image URLs;

http://farm3.static.flickr.com/2788/4158537710_d049b3f54a_m.jpg

http://1.bp.blogspot.com/-mggYYs8-_a8/TnARxJgCGzI/AAAAAAAAHY0/LsUldMiWJ0c/s1600/WW102%2B090411%2B%252859%2529.JPG

http://farm1.staticflickr.com/50/136864772_0555658f7e_z.jpg?zz=1

http://fc06.deviantart.net/fs36/f/2008/261/5/5/A_Mossy_Bench_by_lostchild_sora.jpg

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiODzoaZG2XPiA7szg_-6zCtdLnnrJ9FqLOyk1m3Q95eoRwiVPIbB7R4Zz7cKvOGkFzoiMTElrkYzAXGbs5pD6Y-7_TnXU0D5Z9gU3CkKZtz1qu2j4jsC0j3sbsUFvOLSE81HvRU-GOvzr/s400/P7180095mossybench.JPG

http://farm8.staticflickr.com/7184/6881675194_cdd7bf618c_o.jpg

http://farm3.staticflickr.com/2254/4514655349_539e8af319_o.jpg

http://i1214.photobucket.com/albums/cc498/pixielou5/Tower%20Hill%20June%202012/IMG_1758.jpg

Moss:

http://prolandscapermagazine.com/wp-content/uploads/2012/05/topsoil.jpg\

http://aggib.files.wordpress.com/2008/03/soil.jpg

http://3.bp.blogspot.com/-ExbCsFEZcF4/TvttQOPsnGI/AAAAAAAAByQ/yXDWJuvVPfI/s1600/Moss_texture_002.JPG

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVnLSJR9sPbS3UeUDSfH3iZRXusB5PBPde22fXrtqvivmeHMifx8WvUbYTQfVvwGkB_CJM0DmgEfp4U-7H9qDtMbyqQ1whehfnDfpidEaCnHueW4N3D8Z2VMUSco3BfZC8U7M9t55C/s1600/reusage-blog-free-texture-ground-grass-moss-acorns-and-sticks.png

http://macksnotebook.blogspot.co.uk/p/nature-textures.html

http://mayang.com/textures/Plants/images/Repetitive%20Plants%20Textures/moss_4140477.JPG


Monday, 29 April 2013

Latest Render Tests

Looking at possibilities that using the 3D Paint Tool in Maya can achieve for my final renders - in particular the light scattering created by the leaves and mental ray settings is very effective.

Below shows my specular map adjustments as my model was far too shiny!

As you can see in the 'Before' snapshot, the wood has an almost chrome-effect, which is certainly not what I was looking for. Mark advised me to have a play with the settings on the Specular section of the Attribute editor. By reducing the Reflection and the Eccentricity, I have created a far more wood-like shine, and my specular map details are still in place.


The highlighted area is where the specular settings are located;

Thursday, 25 April 2013

Specular Map Research


Painting a Specular Map in Mudbox

This video was really helpful in showing me how to set up the Paint Layers in Mudbox for painting specular, and also how to export the map out when done.

http://www.youtube.com/watch?v=WGH9egHCybc


Edit: (01/05/2013)
And here is my Specular Map!




Bench Texturing in Progress

Diffuse Map









Speaking to Nigel on Thursday, made me realise that if I truly wanted a weather worn bench then it needed to be far more grey and desaturated such as the new map below;



 Specular Map


Below is my painted specular map from Mudbox. You can see the details of matte areas of the model in black; I have paid particular attention to the cracked areas, and scratched areas on my texture.
 Below is an adjusted Specular map showing less contrast between the two - though I am thinking of putting a pale gray base colour to the map to try and reduce the areas of shiney-ness on my model as a whole.

Below is a screenshot showing my specular map applied to the model;




Normal Map








Wednesday, 24 April 2013

Diffuse and Normals Research

Before embarking on my Normal, Specular and Diffuse maps; I looked further into how each of them affects my model, and why they are good to use.

(Edit: 06/05/2013)
Nigel very kindly lent me his book; "Digital Texturing and Painting" - The 2nd Chapter; "Reference Materials, Textures, and Practical Stuff" ('Sunny Versus Cloudy') was excellent in helping me identify the right kind of reference images to use for my diffuse map.

Demers, Owen 2001. Digital Texturing and Painting. Edition. New Riders.

(Reference generated with: harvardgenerator.com)


The following notes are excerpts from;

http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html
http://wiki.polycount.net/NormalMap?action=show&redirect=Normal+Map

What are Normals?


The pixels of the normal map each store a normal, a vector that describes the surface slope of the original high-res mesh at that point. The red, green, and blue channels of the normal map are used to control the direction of each pixel's normal.
When a normal map is applied to a low-poly mesh, the texture pixels control the direction each of the pixels on the low-poly mesh will be facing in 3D space, creating the illusion of more surface detail or better curvature. However, the silhouette of the model doesn't change.


Tangent-space normal map


normalmap_tangentspace.jpg

A tangent-space normal map.
image byEric Chadwick

Predominantly-blue colors. Object can rotate and deform. Good for deforming meshes, like characters, animals, flags, etc. 

green_plus.png Maps can be reused easily, like on differently-shaped meshes. 
green_plus.png Maps can be tiled and mirrored easily, though some games might not support mirroring very well. 
green_plus.png Easier to overlay painted details
green_plus.png Easier to use image compression
red_x.png More difficult to avoid smoothing problems from the low-poly vertex normals (see Smoothing Groups and Hard Edges). 
red_x.png Slightly slower performance than an object-space map (but not by much).

Object-space normal map


normalmap_worldspace.jpg
An object-space normal map.
image by Eric Chadwick

Rainbow colours. Objects can rotate, but usually shouldn't be deformed, unless the shader has been modified to support deformation.
 Easier to generate high-quality curvature because it completely ignores the crude smoothing of the low-poly vertex normals.
 Slightly better performance than a tangent-space map (but not by much).
 Can't easily reuse maps, different mesh shapes require unique maps.
 Difficult to tile properly, and mirroring requires specific shader support.
 Harder to overlay painted details because the base colors vary across the surface of the mesh. Painted details must be converted into Object Space to be combined properly with the OS map.
 They don't compress very well, since the blue channel can't be recreated in the shader like with tangent-space maps. Also the three color channels contain very different data which doesn't compress well, creating many artifacts. Using a half-resolution object-space map is one option.


RGB Channels


Shaders can use different techniques to render tangent-space normal maps, but the normal map directions are usually consistent within a game. Usually the red channel of a tangent-space normal map stores the X axis (pointing the normals predominantly leftwards or rightwards), the green channel stores the Y axis (pointing the normals predominantly upwards or downwards), and the blue channel stores the Z axis (pointing the normals outwards away from the surface).


The red, green, and blue channels of a tangent-space normal map.
image byEric Chadwick
If you see lighting coming from the wrong angle when you're looking at your normal-mapped model, and the model is using a tangent-space normal map, the normal map shader might be expecting the red or green channel (or both) to point in the opposite direction. To fix this either change the shader, or simply invert the appropriate color channels in an image editor, so that the black pixels become white and the white pixels become black.

Some shaders expect the color channels to be swapped or re-arranged to work with a particular compression format. For example the DXT5_nm format usually expects the X axis to be in the alpha channel, the Y axis to be in the green channel, and the red and blue channels to be empty.


Tangent Basis


Tangent-space normal maps use a special kind of vertex data called the tangent basis. This is similar to UV coordinates except it provides directionality across the surface, it forms a surface-relative coordinate system for the per-pixel normals stored in the normal map.

Light rays are in world space, but the normals stored in the normal map are in tangent space. When a normal-mapped model is being rendered, the light rays must be converted from world space into tangent space, using the tangent basis to get there. At that point the incoming light rays are compared against the directions of the normals in the normal map, and this determines how much each pixel of the mesh is going to be lit. Alternatively, instead of converting the light rays some shaders will convert the normals in the normal map from tangent space into world space. Then those world-space normals are compared against the light rays, and the model is lit appropriately. The method depends on who wrote the shader, but the end result is the same.

Unfortunately for artists, there are many different ways to calculate the tangent basis: 3ds Max, Maya, DirectX 9, NVMeshMender, Eric Lengyel, a custom solution, etc. This means a normal map baked in one application probably won't shade correctly in another. Artists must do some testing with different baking tools to find which works best with their output. When the renderer (or game engine) renders your game model, the shader must use the same tangent basis as the normal map baker, otherwise you'll get incorrect lighting, especially across the seams between UV shells.

The xNormal SDK supports custom tangent basis methods. When a programmer uses it to implement their renderer's own tangent basis, artists can then use Xnormal to bake normal maps that will match their renderer perfectly.

The UVs and the vertex normals on the low-res mesh directly influence the coloring of a tangent-space normal map when it is baked. Each tangent basis vertex is a combination of three things: the mesh vertex's normal (influenced by smoothing), the vertex's tangent (usually derived from the V texture coordinate), and the vertex's bitangent (derived in code, also called the binormal). These three vectors create an axis for each vertex, giving it a specific orientation in the tangent space. These axes are used to properly transform the incoming lighting from world space into tangent space, so your normal-mapped model will be lit correctly.

When a triangle's vertex normals are pointing straight out, and a pixel in the normal map is neutral blue (128,128,255) this means that pixel's normal will be pointing straight out from the surface of the low-poly mesh. When that pixel normal is tilted towards the left or the right in the tangent coordinate space, it will get either more or less red color, depending on whether the normal map is set to store the X axis as either a positive or a negative value. Same goes for when the normal is tilted up or down in tangent space, it will either get more or less green color. If the vertex normals aren't exactly perpendicular to the triangle, the normal map pixels will be tinted away from neutral blue as well. The vertex normals and the pixel normals in the normal map are combined together to create the final per-pixel surface normals.

Shaders are written to use a particular direction or "handedness" for the X and Y axes in a normal map. Most apps tend to prefer +X (red facing right) and +Y (green facing up), while others like 3ds Max prefer +X and -Y. This is why you often need to invert the green channel of a normal map to get it to render correctly in this or that app... the shader is expecting a particular handedness.


When shared edges are at different angles in UV space, different colors will show up
along the seam. The tangent basis uses these colors to light the model properly.
image byEric Chadwick
When you look at a tangent-space normal map for a character, you typically see different colors along the UV seams. This is because the UV shells are often oriented at different angles on the mesh, a necessary evil when translating the 3D mesh into 2D textures. The body might be mapped with a vertical shell, and the arm mapped with a horizontal one. This requires the normals in the normal map to be twisted for the different orientations of those UV shells. The UVs are twisted, so the normals must be twisted in order to compensate. The tangent basis helps reorient (twist) the lighting as it comes into the surface's local space, so the lighting will then look uniform across the normal mapped mesh.

When an artist tiles a tangent-space normal map across an arbitrary mesh, like a landscape, this tends to shade correctly because the mesh has a uniform direction in tangent space. If the mesh has discontinuous UV coordinates (UV seams), or the normal map has large directional gradients across it, the tangent space won't be uniform any more so the surface will probably have shading seams.

Using Bevels

Bevels/chamfers generally improve the silhouette of the model, and can also help reflect specular highlights better.
However bevels tend to produce long thin triangles, which slow down the in-game rendering of your model. Real-time renderers have trouble rendering long thin triangles because they create a lot of sub-pixel areas to render.
Bevels also balloon the vertex count, which can increase the transform cost and memory usage. Hard edges increase the vertex count too, but not when the edge also shares a seam in UV space. For a good explanation of the vertex count issue, see Beautiful, Yet Friendly.
Using hard edges with matching UV shells tends to give better performance and better cosmetic results than using bevels. However there are differing opinions on this, see the Polycount thread "Maya transfer maps help".

Edited Vertex Normals

If you use bevels the shading will be improved by editing the vertex normals so the larger flat surfaces have perpendicular normals. The vertex normals are then forced to blend across the smaller bevel faces, instead of across the larger faces. See the Polycount thread Superspecular soft edges tutorial chapter 1.

oliverio_bevel_normals.gif
Bending normals on bevelled models.
From the tutorial Shading techniques Superspecular soft edges
image by Paolo Oliverio

Baking

The process of transferring normals from the high-res model to the in-game model is often called baking. The baking tool usually starts projecting a certain numerical distance out from the low-poly mesh, and sends rays inwards towards the high-poly mesh. When a ray intersects the high-poly mesh, it records the mesh's surface normal and saves it in the normal map.

To get an understanding of how all the options affect your normal map, do some test bakes on simple meshes like boxes. They generate quickly so you can experiment with UV mirroring, smoothing groups, etc. This helps you learn the settings that really matter.


Solving Pixel Artifacts


filterMaps_artifact.jpg
Random pixel artifacts in the bake.
image byEric Chadwick

If you are using 3ds Max's Render To Texture to bake from one UV layout to another, you may see stray pixels scattered across the bake. This only happens if you are using a copy of the original mesh in the Projection, and that mesh is using a different UV channel than the original mesh.
There are two solutions for this:
Add a Push modifier to the copied mesh, and set it to a low value like 0.01.
- or -
Turn off Filter Maps in the render settings (Rendering menu > Render Setup > Renderer tab > uncheck Filter Maps). To prevent aliasing you may want to enable the Global Supersampler in Render Setup.
See also #Anti-Aliasing.



Thursday, 18 April 2013

Research into 3D Modeling for Preservation Purposes

These sites are about UNESCO's work and an organisation in Virginia which aim to preserve their heritage digitally through digital modeling - and it brings up a lot of interesting points which I have looked at in my project;

UNESCO and Digital Preservation



"Attitudinal change has fallen behind technological change"

"The General Conference, 

Considering that the disappearance of heritage in whatever form constitutes an impoverishment of the heritage of all nations, 

Recalling that the Constitution of UNESCO provides that the Organization will maintain, increase and diffuse knowledge, by assuring the conservation and protection of the world’s inheritance of books, works of art and monuments of history and science, that its “Information for All” Programme provides a platform for discussions and action on information policies and the safeguarding of recorded knowledge, and that its “Memory of the World” Programme aims to ensure the preservation and universal accessibility of the world’s documentary heritage

Recognizing that such resources of information and creative expression are increasingly produced, distributed, accessed and maintained in digital form, creating a new legacy – the digital heritage, 

Aware that access to this heritage will offer broadened opportunities for creation, communication and sharing of knowledge among all peoples, 

Understanding that this digital heritage is at risk of being lost and that its preservation for the benefit of present and future generations is an urgent issue of worldwide concern
"


"Guarding against loss of heritage

Article 3 – The threat of loss
 

The world’s digital heritage is at risk of being lost to posterity. Contributing factors include the rapid obsolescence of the hardware and software which brings it to life, uncertainties about resources, responsibility and methods for maintenance and preservation, and the lack of supportive legislation. 

Attitudinal change has fallen behind technological change.

Digital evolution has been too rapid and costly for governments and institutions to develop timely and informed preservation strategies. The threat to the economic, social, intellectual and cultural potential of the heritage – the building blocks of the future – has not been fully grasped. 


Article 4 – Need for action 

Unless the prevailing threats are addressed, the loss of the digital heritage will be rapid and inevitable. Member States will benefit by encouraging legal, economic and technical measures to safeguard the heritage. Awareness-raising and advocacy is urgent, alerting policy-makers and sensitizing the general public to both the potential of the digital media and the practicalities of preservation. 

Article 5 – Digital continuity 

Continuity of the digital heritage is fundamental. To preserve digital heritage, measures will need to be taken throughout the digital information life cycle, from creation to access. Long-term preservation of digital heritage begins with the design of reliable systems and procedures which will produce authentic and stable digital objects."

"Responsibilities

Article 10 – Roles and responsibilities
 

Member States may wish to designate one or more agencies to take coordinating responsibility for the preservation of the digital heritage, and to make available necessary resources. The sharing of tasks and responsibilities may be based on existing roles and expertise. 

Measures should be taken to: 

(a) urge hardware and software developers, creators, publishers, producers and distributors of digital materials as well as other private sector partners to cooperate with national libraries, archives, museums and other public heritage organizations in preserving the digital heritage

(b) develop training and research, and share experience and knowledge among the institutions and professional associations concerned; 

(c) encourage universities and other research organizations, both public and private, to ensure preservation of research data." 



SAVE - Serving and Archiving Virtual Environments



SAVE stands for "Serving and Archiving Virtual Environments." Once launched, SAVE will be the world’s first on-line, peer-reviewed journal in which scholars can publish 3D digital models of the world’s cultural heritage (CH) sites and monuments. Research done with generous support from the National Science Foundation (NSF grant: 0535118) indicates that over 90% of the scholars making CH models think that creation of such an outlet is a high priority.
As its name suggests, SAVE aims both to preserve 3D digital CH models and to provide access to them for the scholarly public. SAVE can be seen as part of a larger trend to recognize our duty to preserve our new born-digital heritage. This recognition is perhaps most clearly expressed in the 2003 UNESCO Charter on the Preservation of Digital Heritage.



Theories on Simulation


"Baudrillard‟s main arguments about postmodernity can be summarized under the term "simulacrum‟ in which signs no longer represent any reality, implode in their meaning and simulatetheir own hyper-reality (Baudrillard, 1983:3). Even though these ideas could support theargument that we now live in a qualitativelynew information society, this essay dismisses Baudrillard‟s postmodern simulacrum as idiosyncratic, passive and epistemologically flawed."


"Postmodernists believe that we now experience an information society 
in which the media no longer broadcasts high culture in a one-to-many direction, but that the 
media has become more fluent, individualistic and superficial. Lyotard argues that „in order to 
discuss knowledge in the most highly developed contemporary society, we must answer the 
preliminary question of what methodological representation to apply to that society‟ (Lyotard, 
1984:46)."

Lyotard, J.F. (1984), The Postmodern Condition: A Report on Knowledge, Minneapolis, University of 

Minnesota Press.










Robin Silcock

I am a Second Year Games Art and Design student at Norwich University of the Arts. After exploration of a number of roles in my first year, I am now looking to graduate as a 3D Artist with applicable skills in Maya, Mudbox, ZBrush and Photoshop. I understand that my skills in this field are not there yet - but I aim to achieve this goal through consistently working through the programs in my University and Personal Projects. I love to be busy - I have always had a lot of things on my plate since the age of 7 where I successfully balanced school with Ballet, Tap, Horse-Riding, French, Piano and Singing Lessons! In the same fashion, my university schedule is just as hectic and varied; I am a Peer Mentor to first year students, Student Rep for Second Year, and President of the Enterprise Society. Like I said, I love to be busy! I am a Games Hippie - so to speak - I believe that Games if designed and harnessed in the right way, will be able to help solve many of the global issues we have today - even if it starts off in a small way. Just look at the positive effects that Facebook and Twitter have already had... When navigating my blog;
  • Works in Progress - This section is a constantly running account of all my current projects - personal and for university. It will contain reference images and website links and sometimes less than coherent posts, so be prepared!
  • Finished Pieces - This is where you will find my more polished artwork. Looking for help with Maya? Check out the posts tagged "Maya How-To's"