Thursday, 7 May 2015

22 of 32: Assets



The animation will beablend of 2d and 3d assets, as said befor the charectors will be the 3d assets and the backgounds 2d. considering the Book/Dream would is, well a dream, it doesnt matter 100% if the backgounds are realistic or not.

 i did try to draw some semi realistic assets, trees bushes, and grass,,, buuut this just ened up looking messy. And they was a huge problem in maya, when i renderd, a thick whight pixalated outline woudl appear around all objects,,, it was later disuvord thsi was due to the images beying 70dip at at 300-500 pixals so i increesed its dpi to 300, and increesed the pixle size to about 2500-3000 thsi fixed the problem, but a new one arose, the images were pixalited beond salvage... so i had to make new ones,,, so here are the new ones, more caroony then the others ( i dont have them anymore as the files were currupted)

somthgin i compleataly forgot about when making the backgounds, the Cottage,,, i ponderd over how i would go aout drawing this thing. the animation calls for 4 shots, one far away, one on an angle and two of the door way both inside and out. optain A was to draw it and hope i canmake a some what decent job, option B was to create a create "planks" inside maya, dulicate them and create a template for the cottage...

i went for option B Maya, render out a few still and took the images into Gimp/Sai and applied some collour to it and change some of the layer mods,,, and finally using the 'ink' tool to make the grans of wood, add a little blue here and there, and done...

finally the assets were ready for Maya,,but wait another problem (AHHG!. Maya why do you hate me,,,?)
the problem in question was this.. if i added any lights into the scene the shadows cast would be square...not helpful... it was later pointed out to me that i needed to use "ray trace shadows" and not buffer... as buffer shadows doesn't recognize transparent. but this nylon fixed half the problem, now the trees had a shadow,,, but the box was still being cast too... so it was advised that i used mental ray and change the lambert shaders to Metal rays. this fixed it, and improved the look too.

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