Showing posts with label texturing. Show all posts
Showing posts with label texturing. Show all posts

Friday, 1 September 2017

YPGTTO: The Overture. More Render and Shot Tests


Shots 20, 21, 29, 30, 31, 32

These render tests don't feature any effects (such as lights turning on).

Thursday, 31 August 2017

YPGTTO: The Overture. More Render and Shot Tests


Shots 15, 16, 18, and 19

A few more rendered tests. Shot 16 is still rendering.

YPGTTO: The Overture. More Render and Shot Tests


Shots 11, 12, 13, 14

More render tests for four shots. Shot 12 is a static shot (at least in the pre-viz) and may need to 
be animated.

Wednesday, 30 August 2017

YPGTTO: The Overture. Render and Shot Tests



Shots: 02,04,05,06,07,and 08

Here are few render tests for the Overture shots. In most cases these have been a successful (beyond play-blasting), to perhaps see in more detail how the shaders and colours work in motion.  I've not added any compositing to these shots, they are straight out of Maya, and they include an extra 48 frames bleed.

Tuesday, 8 August 2017

Tuba and Trombone: Interior Texturing 2



After adjusting the shadow colours and placing the lights in different places:




Texturing: The Horn District

The Horn District is now textured and ready. It took some tweaking, as the original concept art contained some blue shades, blacks and cooler tones. However, it was decided to stick with warm tones and dusk colours to keep with the aesthetic of brass...so those colours were then tweaked and changed into pinks, reds, oranges, yellows, or warmer toned purples.





Saturday, 5 August 2017

Texturing: The Viola District

The Viola District is now full of life and colour. I enjoyed creating the set, so I was glad I had the chance to work on texturing this District as well.





Thursday, 3 August 2017

Texturing: The Percussion District

The Percussion District is now all textured and ready. I found it quite challenging to get the colours to work together without buildings blending together too much and ensuring that it looked like a nighttime scene, but I'm happy with how it came out.





Wednesday, 2 August 2017

Tuba and Trombone: Interior Texturing

The interior of trombone and tuba is now textured. I am still having some issues with mental ray so below are not renders, just screenshots. 

Sunday, 30 July 2017

Texturing: The Percussion District's 'Machine of Doom'

This is my first try at texturing for YPGTTO, so I decided to start with the Machine of Doom first so I could focus on this one conveyor belt before moving onto a whole digital set. It took a little while to get used to, but I think/hope I set things up correctly and I think it's come out alright. I used a layered shader on the conveyor belt xylophone keys to add a little extra detail to them.




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.