Showing posts with label Spore. Show all posts
Showing posts with label Spore. Show all posts

Tuesday, 8 April 2014

Fantastic Voyage - Scene 03 alterations render

Here is the render of the 3rd scene with the adjustments I had made, the haploid cell seems to be maybe a little too erratic in size frequency and I'm wondering if it needs a few more tweaks or does this look alright?

Monday, 7 April 2014

Fantastic Voyage - Scene 03 Render *Unfinished

I used the ocean shader in this render applied to my haploid which is germinating from the spore, I had keyed it down to keep the scale together but the flare off is always occuring so I might instead use a deformer and key the distortions individually to the best of my ability.

Fantastic Voyage - Scene 03 Germinating Explosion

Here in this video was the outcome of a pretty much default High seas shader applied to a simple geometry sphere. The effect is quite erratic and it looks like something that would be accomplished within after effects. I wanted a liquid object to ripple and settle after the spore implodes and explodes, showing force and diversity in my modelling in my animation. I will look to tone down the effect a little in further manipulation to the shader in hypershade to match my xray colour palete.

Friday, 4 April 2014

Fantastic Voyage - The render fix

-Original Render

- New Render

After speaking with Simon this morning I have altered my scene and the result was an overhaul to the scene and stripping everything from the spores except the X-ray shader. Because of the complexity of the shapes the glass was not doing anything for them. So that is gone and raytracing has also been removed, with the background gone and indirect lighting deselected now it is just the raw spores moving in this void. Earlier in my designs I had shown the Spores in this form and my decision to revert back is entirely due to the fact that the render times are now around a minute a frame which is what I had expected it to be like initially. With my HUD added I believe it will belong more than the render above this one.

Thursday, 3 April 2014

Fantastic Voyage - Scene 02 Render frames





*Renders all taken on default setting taking between 4-3 minutes per frame

Fantastic Voyage - Scene 02 Playblast *New!




Here is the wireframe play blast from Scene 02, again it is like this due to the fact it turns invisible until I render the animation in maya. Because of the scene's extreme length I have opted to wait before rendering as I hope to ease the time lower as the polycount is still quite high. The spin about halfway through will symbolise the HUD analysing the functions of the spore using colours and objects keyed to illustrate workings. And the bounce is much like my initial scene where the HUD will identify the spores whilst travelling.

The camera is parented to the directional light also so the further in it travels the more we will see of the main spore.

Wednesday, 2 April 2014

Fantastic Voyage - Scene 1 Playblast *New!


Here is my opening sequence play blast of my spores travelling through the void, I have added the glass and X-ray shaders so the only way to show the objects is raw wireframe un-modeled. My scene is also simplistic yet sophisticated with the extrudes and faces making the poly count sky rocket. I don't want to change any of the designs as I think they will fit my HUD designs very well but at the moment the render time in default settings is around 3-4 minutes and in production in 1920 by 1080 is around 9 minutes. I have also added bounces that degrade into a smooth but jolt halt at the end. These bounces will identify that the HUD has picked up the movement and will act like water drops in a pool of water.  Each file at default is 8.2MB so would altering the dimensions help the render time?

Any feedback is appreciated :)

Friday, 28 March 2014

Fantastic Voyage - Scene 01 Playblast

< br/> < br/> This is the only playblast I was able to save before file corruption on my desktop at uni, the polycount so far is scary, im attempting to power through previs quickly and look to finalize my objects.

Thursday, 27 March 2014

Fantastic Voyage - Spore Modelling


Modelling the spore was harder than I first realized because of the intersecting points of the nets, I finally remolded using the net and the chamfer effect and triangulate the shape allowing for hexagons to be formed. I then extruded the difference and the inner shape to produce this spore effect. It relates to my concept art and will be okay for the moment as it is taken into pre-vis.