Week 12: Asset and Environment Modelling

Character Model Issues

When cleaning up and structuring my character model I found several issues that could occur when I begin the rigging process. Firstly, the rotation of the feet and the toes were distorting when grouped together, Which I realised may have been due to mesh-related history issues. After separating the group and deleting the history on each join, and regrouping them again afterwards, i was able to resolve this issue rather quickly and efficiently.

Mesh Deformities

Resolved Mesh Deformities

Scaling

An essential consideration going forward into the environmental modelling stage of the production will the the scaling in relation to that character and that of its placement. While i wish for the stage to appear ‘grandiose’ I also do not want the character to feel swallowed up in an environment that is more detailed and large that draws viewer attention away from the performance. Due to this, I have decided to strip back my former ideas of French inspired luxury stage theatrics and decided to create a very minimal stage that will match and accentuate the visual choices of my skeleton model.

Stage and Environment Modelling

Looking at how theatre curtains hang will help me understand how I can apply and model these in 3D space, I tried to model my stage and curtains with a similar drapery. Initially I modelled the curtains without utilising N cloth to keep the scene file from crashing and to get a general idea of the mesh and where it will be placed environmentally. From there this allowed me to go forward doing N cloth passive animation tests to ensure a more realistic result.

Testing Cloth Look
Thickness in Extrusion
Curtain Creases

Initial Scene Test

Here is my Initial scene mockup, It makes clear to me where my next steps are in terms of modelling, lighting and general rendering improvements. Due to the stark contrast, I wish to create with spotlights to accentuate audience focus, I think it will be important to understand how the Arnold lighting setups work as they do not seem to render the traditional Maya spotlight in the same way as Hardware 2.0 does. Below I have attached a link which should help me improve and expand on how these lighting setups will work alongside some youtube tutorials.

Modelling intentions and improvements for next week

  • Clean up and improve detail quality of curtains and ropes
  • Finish wood panelling detail
  • Add theatre seats (less urgent)
  • Consider and explore texturing aspects

Post Editing Test

Exploring different noise and lighting effects in Photoshop, I wanted to see if I could create a mock-up version of what the final output could potentially look like regarding aesthetics. Since I was trying to achieve an ‘old film’ look, I intentionally pushed the level of noise, however, I feel this may not be the most effective method as it appears more like an ineffective render. I think in pursuing this further, the moving noise could make it more apparent it is aiming to be a replicator of the old film rather than portraying inexperience through computer-generated rendering.

‘Vintage’ Look
The black and white look

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