Showing posts with label compositing. Show all posts
Showing posts with label compositing. Show all posts

Friday, 20 October 2017

Chapter 14: The Percussion District Shots 01 - 15


Shots 01 - 15



Shots 16 - 20


Shots 21 - 27



Shots 28 - 33


Shots 31 - 44

Tuesday, 25 July 2017

YPGTTO: The Trumpet District Signage Texture & Compositing


The trumpet signage ready to be added to the Trumpet District.

YPGTTO: The Tuba & Trombone District Texture & Compositing Test

The Tuba & Trombone District Shot 1: Straight out of Maya

 The Tuba & Trombone District Shot 1: Basic Composite

 The Tuba & Trombone District Shot 2: Basic Composite

A start to texturing the Tuba & Trombone District

Monday, 24 July 2017

YPGTTO: The Trumpet District Texture & Compositing Test Update 2

The Trumpet District: Straight out of Maya

The Trumpet District: Basic Composite

A small tweak to the road pattern.

YPGTTO: The Trumpet District Texture & Compositing Test Update

The Trumpet District: Option 1

The Trumpet District: Option 2

A few experiments adding details to the road and choosing sky colours. There is not much difference between these options. Mainly the road pattern is slightly more noticeable and there is less orange in the sky.

 Note: These are images straight out of Maya with no compositing.

Sunday, 23 July 2017

YPGTTO: The Harp District Texture & Compositing Test Update

The Harp District Shot 1 Revised: Basic Composit

Details have been added to the balcony to help it feel less generic in close up and distinguish it more from the background.

YPGTTO: The Trumpet District Texture & Compositing Test

The Trumpet District Shot 1: Straight out of Maya

The Trumpet District Shot 1: Basic Composite

A start to texturing the Trumpet District. This is very much in the early stages and doesn't contain a defined sky dome yet.

Saturday, 22 July 2017

YPGTTO: The Harp District Texture & Compositing Test


The Harp District Shot 1:Straight from Maya
 
 The Harp District Shot 1: Basic Composite

A start to texturing the Harp District. A few tweaks may be needed, the sky and 'hero' harp in the foreground may need more detail. The hero harp railings could possibly be adjusted to help distinguish them from the background objects too.

Thursday, 20 July 2017

YPGTTO: The Cello District Texture & Compositing Test

The Cello District Wide Shot: Basic Composite

The Cello District Close Shot 01: Basic Composite
 
The Cello District Close Shot 02: Basic Composite

A start to texturing the Cello District. This is somewhat straight from the concept art in terms of colours, however much of the buildings and environments a unique so colours have been repeated and reused to initially 'cover' the scene. Tweaks and a bit of a rethink in some areas will be needed to pull it together.

YPGTTO: The Cello District Sign Texture & Compositing Test

The Cello District Sign: Basic Composite


A test for the underwater Cello District. A couple of things to note, caustics (or feel of them) will be needed to complete the underwater feel. This can be achieved cheaply (both static and motion versions) using a caustics map generator. This application generates a moving caustics image sequence which can then be modified in After Effects to suit needs.

YPGTTO: The Clarinet District Establishing Scene Texture & Compositing Update

 The Clarinet District Establishing Scene: Detail Test 1

 The Clarinet District Establishing Scene: Detail Test 2

The use of a yellow mosaic in test number 1 is possibly a little too chaotic. The blue/green details in test number two allows the scene to breath more.

Wednesday, 19 July 2017

YPGTTO: The Clarinet District Establishing Scene Texture & Compositing


The Clarinet District Establishing Scene: Basic Composite

This the first pass at the Clarinet District establishing shot. Most of the rules were in place based upon previous Clarinet District shots, however the only extra detail which may need tweaking in this scene is the 'entrance stage' so that it is more distinct from the background buildings. The sign too.

YPGTTO: The Basoon District Texture & Compositing Tests Continued...

The Bassoon District Shot RedLA 01: Basic Composite.

 The Bassoon District Shot RedOTS_02: Basic Composite.

 The Bassoon District Shot RedOTS_04: Basic Composite.

 The Bassoon District Shot RedPOV_01: Basic Composite. 

Another step forward in the Bassoon District

YPGTTO: The Basoon District Texture & Compositing Tests



Bassoon District Shot 5: Basic Composite

After a bit of colour re-distribution and blending the Bassoon buildings are starting to belong together and harmonise.

Tuesday, 18 July 2017

YPGTTO: The Clarinet District Stairs Scene Texture & Compositing Tests


Clarinet District Stairs Scene Shot 1: Basic Composite


Clarinet District Stairs Scene Shot 2: Basic Composite

This scene was fairly straight forward to texture because the shaders and rules of the world already exist. However, making sure the stair treads and risers didn't disappear in shader was important. The only possible alteration could be a change to the key buildings colour to make it different or more noticeably distinct from the others. However, that may break the rules of  the scene.

Monday, 17 July 2017

YPGTTO: The Clarinet District Spiral Scene Texture & Compositing Tests

Clarinet District Spiral Scene: Maya Render

Clarinet District Spiral Scene: Basic Composite

The is the first pass at texturing the Clarinet District 'Spiral Scene'. Overall this was pretty straight forward because all of the shaders and lights were imported from other scenes. However, the spiral element may need tweaking to make it more of a unique / hero item in the scene. The large blue tops of the two buildings on the left (top and bottom)  may need something extra too.

Saturday, 15 July 2017

YPGTTO: The Clarinet District Texture & Compositing Updates

Clarinet District Shot 01: Update

Clarinet District Shot 02: Update

Almost there. Possibly a few more tweaks to go. The sky could be more blue / less grey and a couple of building may need a touch of yellow to tie them together with the rest.

Updated Adjustments:

Clarinet District Shot 01

Clarinet District Shot 02

Friday, 14 July 2017

YPGTTO: The Clarinet District Texture & Compositing Tests

The Clarinet District Shot 1: Maya Render

The Clarinet District Shot 1: Basic Composite

The Clarinet District Shot 2: Maya Render

The Clarinet District Shot 3: Maya Render

The Clarinet District Shot 3: Basic Composite

A start to texturing the Clarinet District. There's still some tweaking to be done. The yellows are possibly too bright and some detail needs to be added to the door / wall. The door itself could be coloured (exposing the details). It's possibly a bit too 'gloomy' overall as well.