Alas the time has arrived! Sorry it's been a while since I've posted on this guy. I think the difference between the last image posted and this finished animation will speak for itself!
I also decided to do this making-of video. Houdini's procedural nature allowed me to show off some of this process really easily, so I took the time to edit this together:
I hope you enjoy! I really had a lot of fun delving into Pterosaur anatomy. Unfortunately due to time and other obligations at work, I cut the shot in half. The second half would have showed some quadrupedal walking and launching. The motion is all blocked out, but that's where it must remain for now (sigh). I hope sometime in the future I get the chance to revisit it. I really want to play with such a bizarre animal walking. Despite the cut, I'm really excited about the project! Thanks for tuning in!
-Evan
Showing posts with label composite. Show all posts
Showing posts with label composite. Show all posts
Wednesday, September 21, 2011
Friday, August 26, 2011
Tupandactylus V
Just a quick post. Been working on grooming the pycnofibers and lighting/rendering/shading. Here is a test composite:
Things to continue to fix:
tweak lighting of the fur
adjust the ground texture
I'll probably add a matte painting to add to the environment as well.
But first I need to jump back into finishing the motion.
It's getting there...
-Evan
(as always, click for larger view)
Things to continue to fix:
tweak lighting of the fur
adjust the ground texture
I'll probably add a matte painting to add to the environment as well.
But first I need to jump back into finishing the motion.
It's getting there...
-Evan
Sunday, October 24, 2010
A Note on Paleoart Compositing
This is something that has bugged me for a long time now, and only realized what the problem was in the last few years...so here we go.
Over the past decade and a half there has been a major surge in paleo-themed educational programming on networks such as the Discovery Channel. Despite all of the advancements in the technology behind these sorts of programs, there is one aspect of them that never seemed to catch up... despite it being a simple fix that any trained compositor should know how to do.
Many of these programs like to simplify the production process, as well as enhance the believability of the images by filming background plates, and compositing the animated extinct beasties into the shots. This is a great technique, which provides photo-real environments (since, well, they are real) without requiring digital artists to recreate entire paleo-environments from scratch.
Putting aside any problems and inaccuracies in modeling, shading, or animation of the creatures, these programs almost never seem to be well composited into the environments. Sure lighting is taken into account, secondary effects like footprints, splashes, or rustling of plants are added, and everything is done correctly when rendering the images out of whatever package they may be using. But what needs to be realized, is that simply rendering the thing out and slapping it on a background isn't all it takes to sell these things. It is only the first step.
The images need to be tweaked and tweaked and tweaked, then watched, and re-tweaked until they are as integrated as they can be for the given production timeline and budget. Most of the time, the images are very close to being final, but there is always one part that the people working on these programs somehow always miss.
Film has artifacts. There is film grain, motion blur, depth of field, lens flares, noise, lens distortions and film scratches that happen as a result of shooting live plates. When images are rendered out of CG software, they have a tendency to look too clean. These clean, sharply high resolution images layered on top of filmed footage (with plenty of grime and artifacts) simply look wrong. It takes the viewer out of it. The fix to this is to dirty up the rendered frames in the composite. It is way easier to dirty up clean, sharp, unnaturally perfect renders than it is to clean up dirty film. I understand that a lot of time is put into the textures and shading of the animals, and one might not want to dirty up his or her images because of all that time put into making everything beautiful, but these renders are only one element of the final image. If the composites aren't convincing, the viewer will have a hard time believing they are looking into the past, no matter how good everything else is.
It is a very simple fix that not enough people seem to take the time to do. Adding and adjusting grain, noise, and defocus nodes to a comp, as well as simply grading them properly, is a relatively simple final step to making these things feel fully integrated.
Here's an example to help illustrate this from a personal school project of mine (click image for larger view):
This post was inspired by the fact that I just finished watching David Attenborough's "First Life" on discovery channel in full HD. It was gorgeous, and the animation, and shading in particular, of the critters was truly top notch...possibly even the best I've seen on the Discovery Channel to date (the rendering of Opabinia was particularly inspiring).
This being said, the final step in compositing mentioned above wasn't taken into account as much as it should have been. It was way better than a lot of these types of programs, but some things still seemed just too sharp. It took me out of the informative narrative and encouraged me to write this post.
Sorry for the length...I really didn't mean for it to go this long. Moral of the story, we need better (or at least more attentive) compositors in the realm of paleoart programming. The end.
-Evan B.
Saturday, June 19, 2010
Launch!
Hello World!
...sorry I couldn't resist.
So to kick this puppy off, I will elaborate a bit on the purpose of this blog. This is where I will continue to update various (primarily) character and creature design sketches. I hope to push my limits and test out different drawing styles as I go. I will also update the blog with posts of various video/animation work as it comes in.
It's an open pallet to keep the creativity going. So some weeks you may see lots of sketches, and others you may see various animation or rigging demos. To start, the first couple of posts will be of older things I've worked on, just because they fit the theme of this blog so very well.
So let's start with the Serpiiken (Serpenpullus brachioflagelli). This creature first appears as a mount in a museum in this matte painting compositing project from a class last winter...
Here is the original concept art for the Serpiiken:
...sorry I couldn't resist.
So to kick this puppy off, I will elaborate a bit on the purpose of this blog. This is where I will continue to update various (primarily) character and creature design sketches. I hope to push my limits and test out different drawing styles as I go. I will also update the blog with posts of various video/animation work as it comes in.
It's an open pallet to keep the creativity going. So some weeks you may see lots of sketches, and others you may see various animation or rigging demos. To start, the first couple of posts will be of older things I've worked on, just because they fit the theme of this blog so very well.
So let's start with the Serpiiken (Serpenpullus brachioflagelli). This creature first appears as a mount in a museum in this matte painting compositing project from a class last winter...
Here is the original concept art for the Serpiiken:
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