tag:blogger.com,1999:blog-85941568614511369032024-03-12T17:52:21.751-07:001k0's Visual effets3ds Max - Mental Ray - After effects1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.comBlogger176125tag:blogger.com,1999:blog-8594156861451136903.post-58302901139671414122016-02-10T21:42:00.005-08:002016-02-10T21:46:05.588-08:00We're moving!<div style="text-align: justify;">
Dear followers, readers,</div>
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A little note:</div>
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I'm actually transferring my blog to a new address, the old blogger will stay on-line (<a href="http://l.facebook.com/l.php?u=http%3A%2F%2F1k0.blogspot.fr%2F&h=nAQFzOloxAQEHjn0q_tMR7f97Y1fbA6d4BapfIOyKl8K0ww&enc=AZOMM-NA8CHcvvgAmXzjAo_s9Z_O4habb5oGuEeSh6dirL9FnhWYbvUHvbzOxQyY7GaLQjlMxgXCF8DaUYPiT7H92iT3gSNxkpacsCzAJioSJdpoj1QM51EOXLCa2ZVp5iU0FqhZAIRVF6bGosGD0fO9df1Cjc1A9uokw2fZQ47HHjF_qSL4c7BKT7O7zRPvYfXSDB2_f78ASEhcKyPNzB8_&s=1" rel="nofollow" target="_blank">http://1k0.blogspot.fr/</a>) but won't be updated anymore, new posts will be posted on <a href="http://l.facebook.com/l.php?u=http%3A%2F%2Fwww.blog.moonday.fr%2F&h=5AQGOllIYAQHIwndpygDuCRqDHU0VkLMfHq0RaWpr1stjmw&enc=AZONH45EOu9be6xdCVHtwwgLghi1FpKrU1NQkRCCH6GilfT5plwy-7uPHm024IUlhddJiYoOmaS0ggwoMEV5AfcbUT1COKDevtzuxoYB2dw7oKYD0GMgIoacsGJzlR6pLc1Lmzjnbm_CzK-2KQ5Dx1FO5xdMpX7J6yIKgiib57dmlUcRBRdsfLUKr2yNtCA6_Py_sO2ji7V6cdL5EJRW7Zds&s=1" rel="nofollow" target="_blank">http://www.blog.moonday.fr/</a></div>
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For now, old posts are still asking some work and adjustments <i>(mainly
broken image links)</i> therefore, once everything will be repaired, I'll
apply a site redirection and everything should be working like a
Schnitzel in a German restaurant: smooth and magic.</div>
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Don't be
afraid if you find weird design stuff in the new blog during this month,
as I'm still working on the main layout. I'll keep you updated!</div>
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Chèr(e)s lecteurs/trices,<br />
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Message à caractère informatif:</div>
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Je suis en train de transférer mon blog vers une nouvelle adresse, l'ancien compte blogger restera ouvert ((<a href="http://1k0.blogspot.fr/" rel="nofollow" target="_blank">http://1k0.blogspot.fr/</a>) mais ne sera plus mis à jour. Les nouveaux articles seront à présent publiés sur <a href="http://www.blog.moonday.fr/" rel="nofollow" target="_blank">http://www.blog.moonday.fr/</a></div>
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<span style="color: white;">Pour le moment, les vieux posts demandent encore un peu de travail, des
images et liens brisés par ci et par là mais ne vous inquiétez pas, une
fois que tout sera réparé et nettoyé, j'effectuerai une redirection
depuis l'ancienne adresse et tout sera aussi <i>delicate & smooth </i>qu'un
Shnitzel what else.</span></div>
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<span style="color: white;"> Je vous tiens au courant!</span><br />
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<a href="http://www.blog.moonday.fr/" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="https://1.bp.blogspot.com/-2bFnpTSKrBc/VrwfyBMS11I/AAAAAAAADTE/wktRZXBKgXM/s400/BLOG_Maintenance_Moon_alone.png" width="400" /></a></div>
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1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-78036728899795802712015-11-24T07:30:00.000-08:002015-11-27T03:16:12.489-08:00Noël en Alsace - Episode IVJe vous présente aujourd'hui le projet sur lequel je travaille depuis de nombreux mois: un nouvel épisode de <b>Noël en Alsace</b> qui vient clôturer la sage débutée en 2011 <i>(?)</i>.<br />
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<span style="color: #666666;">I'm glad to share with you the project I'm working on for a few months now: a new episode of <b>Christmas in Alsace</b> that ends the saga started in 2011 <i>(?)</i>.</span><br />
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<span style="color: #666666;"><span style="color: black;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><span style="color: white;"><i>Film</i></span></span></span></span></h3>
<iframe src="https://player.vimeo.com/video/132151598?color=ff0179&title=0&byline=0&portrait=0" width="720" height="306" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
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Comme pour le dernier épisode, le film a bénéficié d'un format bande annonce diffusé principalement dans les cinémas Parisiens entre le 15 et 25 Octobre 2015.<br />
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<span style="color: #666666;">That 4th episode also have a trailer version edited to be mainly displayed in Paris theatres from October 15th to 25th.</span><br />
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<span style="color: #666666;"><span style="color: white;"><span style="font-family: "helvetica neue" , "arial" , "helvetica" , sans-serif;"><i>Trailer</i></span></span> </span></h3>
<iframe allowfullscreen="" frameborder="0" height="405" mozallowfullscreen="" src="https://player.vimeo.com/video/133124367?color=ff0179&byline=0&portrait=0" webkitallowfullscreen="" width="720"></iframe>
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Cette année le projet, bien que commercial, penche plus du côté court métrage d'animation que film promotionnel, une affiche a été créée pour l'occasion.<br />
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<span style="color: #666666;">Even if the film is targeted as a commercial project, for that episode I wanted to create a film closer to a short animation film than to a promotional film. As a real film, it got its poster.</span><br />
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<a href="http://2.bp.blogspot.com/-_0HMpKWR1QE/Vh3G56lKnOI/AAAAAAAADOw/7W70irRokqI/s1600/NeA_2015_Affiche_Full.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://2.bp.blogspot.com/-_0HMpKWR1QE/Vh3G56lKnOI/AAAAAAAADOw/7W70irRokqI/s400/NeA_2015_Affiche_Full.jpg" width="282" /></a></div>
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Un making of complet en plusieurs parties ainsi que d'autre surprises arriveront vers le mois de Décembre, pour l'heure je vous invite à visiter le <a href="http://noel-le-film.tourisme-alsace.com/" target="_blank"><b>site événementiel</b></a> créé autour du projet, à bientôt!<br />
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<span style="color: #666666;">A multiple parts but very complete Making Of and some other surprises will come around December, for now I invite you to visit the <a href="http://noel-le-film.tourisme-alsace.com/" target="_blank"><b>event website</b></a> created for the project and also invite you to come visit Alsace for Xmas <i>(even if you're not an Harry Potter Fan, you muggles...)</i></span><br />
<br />1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-91853139624252973302015-11-18T15:52:00.000-08:002015-11-23T23:08:49.605-08:00New mini Making OfHere it is, a very tiny making of about how Commander Kuro from <a href="http://www.moonday.fr/project/3d-world-mag-cover/" target="_blank">3D World magazine cover</a> has been created. This is the 3rd of my making of published on <a href="http://www.3dtotal.com/index_tutorial_detailed.php?id=2107#.Vk0Cw7_eOnl" target="_blank">3D Total</a>. I don't go really deep in each process as it's a making of more than a tutorial, I hope you'll enjoy it anyway.<br />
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<span style="color: #999999;">Voici le troisième de mes making of publié sur </span><span style="color: #999999;"><a href="http://www.3dtotal.com/index_tutorial_detailed.php?id=2107#.Vk0Cw7_eOnl" target="_blank">3D Total</a>! Dans cet article je reviens sur la création de la <a href="http://www.moonday.fr/project/3d-world-magazine-couverture/" target="_blank">couverture du numéro 194 de 3D World</a>, où le commandant Kuro pose fièrement <i>(on a trouvé du scotch pour sa tête). </i>Étant donné qu'il s'agit là d'un making of plus que d'un tuto, je survole assez rapidement les différentes étapes en donnant tout de même quelques conseils, en espérant que cet article vous soit utile.</span><br />
<span style="color: #999999;">La version Française est disponible sur <a href="http://www.3d-station.fr/2015/11/23/making-of-commandant-kuro-par-1k0/" target="_blank">3D Station</a> ainsi que sur <a href="http://www.moonday.fr/project/commandant-kuro-making-of/" target="_blank">moonday.fr</a>.</span><br />
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For this piece I went back to an old sculpt I made of <i>Commander Kuro</i> after he shot to fame in his role in the fan film <a href="https://www.youtube.com/watch?v=hChZObLRPRc" target="_blank"><i>Star Wars: The Way to Shadow</i></a>.
I will show you it's not necessary to render a perfect model for static
image purpose; with the help of multiple render passes and image
editing software we'll add details and fix mistakes from the rendering
process. Also, I will have a quick look at shooting 360° HDR images.</div>
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<span style="font-size: large;"><b>Shoot the model</b></span></div>
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For this project I used a very old 3D model of a clone trooper I made a few years ago. The character was created in 3ds Max
and was already fully rigged. Once I found the perfect heroic pose, I
fixed some skinning mistakes with the help of mesh select, edit poly and
relax modifiers on problematic areas of the model.</div>
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<a href="http://4.bp.blogspot.com/-aXzz7nyNXV8/Vk0JD0nBAAI/AAAAAAAADPU/9Kj9yy5MnVs/s1600/3D-Model-Shaded.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="183" src="http://4.bp.blogspot.com/-aXzz7nyNXV8/Vk0JD0nBAAI/AAAAAAAADPU/9Kj9yy5MnVs/s400/3D-Model-Shaded.jpg" width="400" /></a></td></tr>
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<span style="font-weight: normal;"><span style="font-size: x-small;"><i>Shaded model before mesh issues fixed</i></span></span></h3>
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<span style="font-weight: normal;"><span style="font-size: x-small;"><i> </i> </span></span></h3>
<b><span style="font-size: large;">360° HDRI Shooting</span></b><br />
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<span style="font-size: small;">As I wanted very diffuse mood light and shadows, with strong reflections, I used the HDRI way to light up the scene. I used a Panasonic Lumix DMC-GH1
with a fisheye lens on a panoramic head to quickly capture a forest
environment. Depending on the stitching software you use, you'll need
more or less overlap between photos to avoid manual stitching post work.</span></div>
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<a href="http://3.bp.blogspot.com/-Y-h9q4KR4fE/Vk0JpJ5bL9I/AAAAAAAADPc/gDm_cUfDEeY/s1600/Camera%252B360-Shooting%252BResult.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://3.bp.blogspot.com/-Y-h9q4KR4fE/Vk0JpJ5bL9I/AAAAAAAADPc/gDm_cUfDEeY/s400/Camera%252B360-Shooting%252BResult.jpg" width="230" /></a><span style="font-size: large;"><br /></span></div>
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<i><span style="font-size: x-small;"> </span><span style="font-size: x-small;">Top: Shooting material - Middle: a picture taken every 30° + zenith and nadir pictures - Bottom: Result</span></i></div>
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<b><span style="font-size: large;">Render time</span></b><br />
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My camera could shot up to 7 stops of light I merged together with HDR Fusion function in Photoshop and exported the result as an EXR file. As the render engine for the project was <a href="http://www.nvidia-arc.com/iray.html" target="_blank">iRay</a>,
the 360° HDRi was loaded as environment map in 3ds Max. Then I rendered
out several passes: Raw/beauty, a sharp and glossy reflection and
finally a chrome shader applied to the whole mesh gave the "T1000" pass.</span></div>
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<span style="font-size: small;"><a href="http://2.bp.blogspot.com/-ReyFtfUj48c/Vk0K_hzmu1I/AAAAAAAADPk/C3WPd5sUMJE/s1600/All-Passes.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="115" src="http://2.bp.blogspot.com/-ReyFtfUj48c/Vk0K_hzmu1I/AAAAAAAADPk/C3WPd5sUMJE/s400/All-Passes.jpg" width="400" /></a></span><span style="font-size: x-small;"><br /></span></div>
<span style="font-size: x-small;"><i>Arch&Design shaders were used</i></span><br />
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<b><span style="font-size: large;">Cleaning mistakes and adding details</span></b></div>
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<span style="font-size: small;">Before loading all the passes in the composited image, I took some time
to erase mistakes from bad unwrapping which had resulted in ugly texture
distortions. Details were added using custom brushes, metal chips, dirt
and scratches, that way the trooper's armour and weapon give the
feeling they have been in many wars.</span></div>
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<a href="http://3.bp.blogspot.com/-BiEQxjFasAI/Vk0L1eODa7I/AAAAAAAADPs/vgO2OYAbhrc/s1600/Before-After_Paint.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="135" src="http://3.bp.blogspot.com/-BiEQxjFasAI/Vk0L1eODa7I/AAAAAAAADPs/vgO2OYAbhrc/s400/Before-After_Paint.jpg" width="400" /></a><i><span style="font-size: x-small;"><br />Left: an unwrapping artist you probably wouldn't want to hire / Right: fixed textures</span></i></div>
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<b><span style="font-size: large;">Deeper but subtle details</span></b><br />
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<span style="font-size: small;">Before leaving the paint process, always have a think if you can add
more details without crushing what you've already done so far. That
render was created to be featured as a printable magazine cover
therefore I thought adding subtle details like tileable leather and
dust/grunge textures would give more life to the armour and gloves. You
can do that on masked layers using soft light or overlay transfer mode.</span></div>
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<a href="http://3.bp.blogspot.com/-Ni9DIAlf5fQ/Vk0MKpNM0rI/AAAAAAAADP0/Fh5fve7Mk-8/s1600/Overlay_Textures.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="227" src="http://3.bp.blogspot.com/-Ni9DIAlf5fQ/Vk0MKpNM0rI/AAAAAAAADP0/Fh5fve7Mk-8/s320/Overlay_Textures.jpg" width="320" /></a><i><span style="font-size: x-small;"><br />Be creative in your overlay texture choice, seamless & tileable maps are not always necessary</span></i></div>
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<b><span style="font-size: large;">Adding highlights</span></b><br />
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<span style="font-size: small;">With the clean model I went about adding the different reflection passes
I rendered earlier – this adds more contrast to the image. The three
reflection layers were set to add transfer mode, using masks I could
tell the software where I wanted sharp or glossy reflections, focusing
on geometry edges to age the models.</span></div>
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<a href="http://2.bp.blogspot.com/-iC8qfCzSq-A/Vk0Mn_-EYOI/AAAAAAAADP8/LhEmX-YwJAk/s1600/Reflection-Passes%252BMasks.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="101" src="http://2.bp.blogspot.com/-iC8qfCzSq-A/Vk0Mn_-EYOI/AAAAAAAADP8/LhEmX-YwJAk/s400/Reflection-Passes%252BMasks.jpg" width="400" /></a><span style="font-size: x-small;"><br /><i>The different reflection passes with masks applied</i></span></div>
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<b><span style="font-size: large;">Final touches</span></b><br />
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<span style="font-size: small;">For the last part of the process I use After Effects;
I added grain, vignette, chromatic aberrations, colour correction, and a
light glow to give the feeling of a real picture. Never exaggerate the
use of these effects; you don't want to ruin your images with unwanted
lens flares and extreme chromatic aberrations. The time passed on the
post work = the time I didn't spend during the render process, iRay
allows you to quickly get what you want.</span><br />
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<a href="http://3.bp.blogspot.com/-rK_zfPP0nxg/Vk0NG5750bI/AAAAAAAADQE/HZq55qSv72U/s1600/Comparaison.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://3.bp.blogspot.com/-rK_zfPP0nxg/Vk0NG5750bI/AAAAAAAADQE/HZq55qSv72U/s400/Comparaison.jpg" width="286" /></a></div>
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1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-32627440453537505672015-10-13T20:39:00.000-07:002015-10-16T17:22:44.715-07:003D Total publication<div style="text-align: justify;">
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<a href="http://1.bp.blogspot.com/-Y4qXcp3sc-c/ViGUxKpS8MI/AAAAAAAADPI/ULWj-jFFdo4/s1600/Clone_trooper_Source_HDb.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://1.bp.blogspot.com/-Y4qXcp3sc-c/ViGUxKpS8MI/AAAAAAAADPI/ULWj-jFFdo4/s400/Clone_trooper_Source_HDb.jpg" width="300" /></a></div>
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Et une de plus! Pas trop de mérite concernant cette publication sur la front page et la galerie du site <a href="http://www.3dtotal.com/index_gallery_detailed2.php?id=6986&cat=sci-fi#.Vh3KUCsbKnk" target="_blank">3D total</a> étant donné qu'il ne s'agit pas d'un projet original et que l'actualité cinématographique joue un peu en ma faveur. Comme tout bon Français qui se respecte j'ai rempli mon quotta de râlerie pour ce post et je vous annonce qu'un mini making of sera édité courant Octobre et reviendra sur les technique de rendu, compositing ainsi que la prise de photo 360° HDRI afin de créer ce magnifique rendu de clone trooper, qui rappelons-le, a été initialement créé pour servir de couverture au <a href="http://www.moonday.fr/3d-world-couverture-mai-2015/" target="_blank">numéro 194 du magazine 3D World</a> <i>(qui rappelons-le encore, contient un making of de 6 pages sur <a href="https://www.youtube.com/watch?v=hChZObLRPRc" target="_blank">Versus: The Way to Shadow!</a>)</i>.</div>
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Je ne boude donc pas mon plaisir et serai heureux de partager au monde quelques uns de mes secrets <i>(oui oui, ces secrets qu'on peut trouver dans les manuels d'utilisateur des logiciels et sur Google mais chut hein, bon.)</i></div>
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<span style="color: #666666;">One more! Not very complicated to be published on the front page and main gallery of <a href="http://www.3dtotal.com/index_gallery_detailed2.php?id=6986&cat=sci-fi#.Vh3KUCsbKnk" target="_blank">3D total</a> when you know the film news these times ;) I'd prefer to be published for a more original project but don't get me wrong I always enjoy being published for my work! Coming along with that publication, later this month: a mini Making Of focused on rendering, compositing and 360° HDRI capture on how this image was created. Let's remember this render was originally created as <a href="http://www.moonday.fr/3d-world-cover-may-2015/" target="_blank">3D World mag 194th issue</a> cover <i>(magazine featuring a 6 pages Making Of about <a href="https://www.youtube.com/watch?v=hChZObLRPRc" target="_blank">Versus: The Way to Shadow</a> !)</i></span></div>
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<span style="color: #666666;">I'll be more than happy to share some of my CG secrets very soon<i> (the ones you can find in softwares help files and on Google, yes, those secrets, but shh it's a secret.)</i></span></div>
1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-68965971064788357792015-09-18T06:39:00.000-07:002015-09-18T06:41:12.516-07:00September news<div style="text-align: justify;">
Certains d'entre vous sont sûrement déjà au courant que je travaille depuis un petit moment sur un nouvel épisode de <b>Noël en Alsace</b>, d'où mon silence sur ce blog.<br />
Après la sortie du film prévue pour le mois prochain <i>(et
l'incontournable semaine de sommeil) </i>sachez que les trucs et astuces,
tuto et making of vont pleuvoir jusqu'au début de l'année prochaine, je ne sais pas encore sous quelle forme. </div>
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Le travaille avance, les scènes 3D et les rendus se multiplient comme des trolls à l'annonce de nouveaux produits de la pomme.</div>
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Alors que je cherchais de la place sur mon réseau, je suis tombé sur des vieux dossiers contenant des rendus que je ne pense pas avoir encore partagé ici. Il s'agit d'images WIP du casque utilisé dans ce magnifique projet qu'était <a href="http://www.moonday.fr/project/danse-kabyle-fr/" target="_blank">Danse Kabyle</a>, je m'étais dit que rendre un plan du film en HD pour ma <a href="http://www.moonday.fr/project/demoreel-2013/" target="_blank">bande démo 2013</a> était une bonne idée.</div>
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A cette époque je n'y connaissais rien en design et Substance Designer & Painter ne faisaient pas partie de ma boîte à outils, il doit s'agir d'un des derniers projets <i>(avec <a href="http://www.moonday.fr/project/cadeaux-inattendus/" target="_blank">Unexpected Gifts</a>)</i> où les textures sont peintes à la main, oui j'aimais perdre mon temps.</div>
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A bientôt!</div>
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<span style="color: #666666;">Some of you may already know I'm working on a new <b>Xmas in Alsace</b> episode, that explains why I'm so silent on this blog.</span></div>
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<span style="color: #666666;">After the film release, next month <i>(and after a good week of sleep)</i> making of, tutorials, tips & tricks will rain until early next year, covering a lot of different aspects: 3D, texturing, Cloth simulation, hair etc.</span></div>
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<span style="color: #666666;">A lot of work is waiting for me and as time goes I'm running out of space for my 3D scenes and rendered images...</span></div>
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<span style="color: #666666;">As I was trying to find free space, I found old folders on a computer with WIP images of the helmet used in the awesome <a href="http://www.moonday.fr/project/danse-kabyle/" target="_blank">Danse Kabyle</a> project. At that time I thought of rendering again 1 shot of the film in HD for my <a href="http://www.moonday.fr/project/demoreel-2013/" target="_blank">2013 Demo reel</a>, therefore I updated the original helmet and added new texturing work on it.</span></div>
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<span style="color: #666666;">It was one of the last project <i>(with <a href="http://www.moonday.fr/project/unexpected-gifts/" target="_blank">Unexpected Gifts</a>)</i> I painted grunge and dirt textures with my tablet for hours <i>(anybody selling time here?)</i>.</span></div>
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<span style="color: #666666;">Here you can admire my noob skills in design.</span></div>
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<span style="color: #666666;">See you soon!</span></div>
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<a href="http://3.bp.blogspot.com/-p6PXOhlCHTo/VfwNl4hfRaI/AAAAAAAADOI/v468BjQfNW8/s1600/WIP_DR_DK_RDG_B.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="224" src="http://3.bp.blogspot.com/-p6PXOhlCHTo/VfwNl4hfRaI/AAAAAAAADOI/v468BjQfNW8/s640/WIP_DR_DK_RDG_B.jpg" width="640" /></a></div>
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<a href="http://2.bp.blogspot.com/-cHtKZQUt_zw/VfwNqJqJ0XI/AAAAAAAADOY/pLztqSY7BgE/s1600/WIP_DR_DK_RDG_A.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="268" src="http://2.bp.blogspot.com/-cHtKZQUt_zw/VfwNqJqJ0XI/AAAAAAAADOY/pLztqSY7BgE/s640/WIP_DR_DK_RDG_A.jpg" width="640" /> </a></div>
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<i>The shot it was used for:</i></div>
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<iframe allowfullscreen="" frameborder="0" height="306" mozallowfullscreen="" src="https://player.vimeo.com/video/139700993?loop=1&color=ff9933&title=0&byline=0&portrait=0" webkitallowfullscreen="" width="720"></iframe>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-37033145575470573882015-05-12T01:00:00.001-07:002015-05-12T01:00:49.940-07:00Agisoft Photoscan ReviewI was recently asked to edit a review about Agisoft Photoscan by the CGPRESS editor in chief, it's now published on their website, I hope you'll find it useful: <a href="http://bit.ly/1HegYCD">http://bit.ly/1HegYCD</a><span id="goog_1589649438"></span><span id="goog_1589649439"></span><br />
<span style="color: #666666;"><br /></span>
<span style="color: #666666;">L'éditeur en chef du site CGPRESS m'a récemment demandé de tester et d'écrire un article sur le logiciel Photoscan d'Agisoft, j'espère que l'article vous sera utile si vous ne connaissez pas encore le soft: <a href="http://bit.ly/1HegYCD">http://bit.ly/1HegYCD</a></span>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-8976979021716776172015-04-28T11:44:00.000-07:002015-07-28T00:17:55.213-07:00CG Hair - Part IIt's been a long time I wanted to talk about CG hair&fur as it seems people believe I'm mastering that complex aspect of the CG world. Regarding my passed projects until now it's true I'm not afraid of jumping on the idea of adding hair and fur on my characters and objects even in animated projects but I'm far from mastering the art of editing and rendering hair&fur. The good news is since a few years hair&fur styling is no more a nightmare and it won't ask special skills, only a good sense of observation and analyse of your subject, like for modelling. <br />
We're not bound to Shave&haircut/Hair&fur. <a href="http://www.thundercloud-studio.com/index.php?page=shop%2F1.script%2F0.GMH2" target="_blank">GMH2</a>, <a href="http://www.ephere.com/plugins/autodesk/max/ornatrix/" target="_blank">Ornatrix</a> or <a href="http://www.hair-farm.com/" target="_blank">Hair Farm</a> will help you creating crazy and very controllable hairstyle and you can even blend them to get the best out of your software.<br />
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<span style="color: #666666;">Cela fait longtemps que je voulais parler de cheveux et poils en 3D CG, car apparemment la communauté 3D pense que je maitrise le sujet. En regardant mes projets passés il est vrai que je n'ai pas eu peur d'ajouter du Hair&Fur que ce soit dans des images ou même dans des animations mais je suis encore loin de maitriser cet aspect de la 3D. La bonne nouvelle est que depuis quelques années, avec l'arrivée de nouveau plugins comme <a href="http://www.thundercloud-studio.com/index.php?page=shop%2F1.script%2F0.GMH2" target="_blank">GMH2</a>, <a href="http://www.ephere.com/plugins/autodesk/max/ornatrix/" target="_blank">Ornatrix</a> ou <a href="http://www.hair-farm.com/" target="_blank">Hair Farm</a> il est devenu très aisé de réaliser les coiffures et pelages qu'on a en tête (si si).<br />On peut même faire des combinaisons, commencer un style sur Hair&Fur et le terminer sur Hair Farm, le tout est devenu "assez" stable depuis quelques temps.</span><br />
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Anyway, I'm a Hair&fur + Hair Farm user for a couple of years now, with the help of smart script like <a href="http://www.kinematiclab.com/#!furguidespainter/c1fhv" target="_blank">Fur Guides Painter</a> from Clovis Gay I can say it's impossible to not get what you have in mind. I'll come back on the hair styling process in a future post.<br />
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<span style="color: #666666;">Je suis un utilisateur de Hair&Fur + Hair Farm depuis quelques années maintenant, et avec des scripts très intelligents comme <a href="http://www.kinematiclab.com/#%21furguidespainter/c1fhv" target="_blank">Fur Guides Painter</a> de Clovis Gay, je peux vous assurer qu'il est impossible de ne pas réussir ce que vous avez en tête. Mais je reviendrais sur la création de cheveux et poils dans un prochain post.</span><br />
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<a href="http://1.bp.blogspot.com/-77CwQaAPAuA/VT_FeD7LnqI/AAAAAAAADNI/yTKCF9Z-qWQ/s1600/TOTD_Hair_guides_organised_mess.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="368" src="http://1.bp.blogspot.com/-77CwQaAPAuA/VT_FeD7LnqI/AAAAAAAADNI/yTKCF9Z-qWQ/s1600/TOTD_Hair_guides_organised_mess.jpg" width="640" /></a></div>
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<i>(example of Hair styling using Fur Guides Painter script, Hair au carré script and Hair Farm)</i></div>
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Today I'd like to share the workflow I'm currently using for any animated project that needs hair&fur. Rendering Hair or fur using the scanline engine is lightning fast compared to Mental Ray/Vray, the problems come from the fact you're rendering your scene using physically based engine and you'd like to get the same kind of light setup on your hairs that will be rendered with the scanline engine. There comes the old school fake workflow you put in a closet a few years ago, thinking you could render everything with only 1 render engine.<br />
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<span style="color: #666666;">Aujourd'hui j'aimerais partagez avec vous une étape assez délicate lorsqu'on travaille sur un projet contenant du Hair&Fur: le rendu. Rendre des cheveux en utilisant le moteur de rendu scanline vous donnera des images très rapidement comparé à l'utilisation de Mental Ray ou Vray, cependant un problème intervient du fait que vous utilisez 2 moteurs de rendu différents, comment obtenir la même ambiance coloré, les ombres qui-font-que-ouah-c'est-cool sans passer 3 plombes au moment du rendu? Tout simplement en trichant comme à cette époque où MR ou Vray n'étaient pas encore là (ouais j'suis né en 80), en plaçant des spots à des endroit stratégiques, en utilisant leurs atténuations etc.</span><br />
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In the following scene, on the Mental Ray side, we have:<br />
- 1 photometric light + raytraced shadows, softened by the disc shape of the light.<br />
- 1 skylight used by IBL with a light blue colour.<br />
2 spheres, the first is nude, the 2nd one has Hair farm operators on it and is set to "not visible to camera" in its properties + root object hidden in render option ticked on in Hair Display (WSM) modifier, that way you only get shadows of hairs projected on your objects in the render. <br />
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On the Scanline side:<br />
- 1 spot light with Hair farm shadow maps size set to 1024.<br />
- 13 free spots placed as a dome light around the hairy sphere, low intensity values, low hair farm shadow map size, around 8-16.<br />
- 3 free spot with light attenuation to simulate the light bounce on walls, red and blue, and from the ground, white, also low shadow map size to get diffusive effect in the shadows.<br />
All the lights except the 3 bounces lights are linked to a dummy position constrained to the hairy sphere. <br />
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<span style="color: #666666;">Dans la scène qui suit, du côté Mental Ray nous avons:</span><br />
<span style="color: #666666;">- 1 lumière photométrique + ombres Raytrace adoucies par la forme disque de la source.</span><br />
<span style="color: #666666;">- 1 skylight utilisé par l'IBL, couleur bleue pâle.</span><br />
<span style="color: #666666;">Deux sphères, l'une complétement nue, l'autre possède tous les modificateurs Hair Farm, elle est réglée en "non visible par la caméra" dans ses propriétés de plus, "masquer l'objet source" est coché dans le modificateur "Hair Display (WSM), de cette façons on ne voit que les ombres des cheveux projetées sur les objets au moment du rendu.</span><br />
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<span style="color: #666666;">Du côté Scanline nous avons:</span><br />
<span style="color: #666666;">- 1 spot avec ombres Hair farm shadow maps, la taille réglée sur 1024.</span><br />
<span style="color: #666666;">- 13 free spot qui réplique l'effet dome light, les lumières sont des instances avec une faible intensité et des Hair farm shadow maps avec une taille très légère, autour de 8-16 pour obtenir des ombres très diffuses.</span><br />
<span style="color: #666666;">- 3 spots avec une atténuation assez rapide pour simuler le rebond de lumière sur le mur bleu, rouge et sur le sol blanc. Même paramètres que le dôme de 13 lumières pour les ombres. </span><br />
<span style="color: #666666;">Toutes ces lumières (à part les 3 bounces lights) sont liées à un dummy, lui même contraint en position par rapport à la sphère chevelue.</span><br />
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<iframe allowfullscreen="" frameborder="0" height="394" mozallowfullscreen="" src="https://player.vimeo.com/video/126283284?loop=1&color=ff0179&title=0&byline=0&portrait=0" webkitallowfullscreen="" width="700"></iframe>
At the moment it's the only workflow giving nice results. However I recently read a <a href="http://www.hair-farm.com/forum/viewtopic.php?f=13&t=713" target="_blank">post from Bigguns on Hair Farm forum</a> and I'll have to test the workflow he shared, it could save some precious seconds in animation render.<br />
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<span style="color: #666666;">Actuellement c'est le seul workflow qui me donne des résultats satisfaisant en animation, pas de flickering ou autre bug et surtout pas de plantage de la part de Mental Ray. Cependant j'ai récemment lu un post de<a href="http://www.hair-farm.com/forum/viewtopic.php?f=13&t=713" target="_blank"> Luc Bégin sur le forum de Hair Farm</a> pour faker la GI, utilisant moins de sources lumineuses je testerais ça très prochainement, ça pourrait m'épargner de nombreuses secondes par images rendues.</span>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-8283796113569505112015-04-21T04:58:00.000-07:002015-04-21T04:58:37.482-07:003D World publication and cover3rd publication in 3D World magazine, this time with <a href="http://www.versus2.fr/" target="_blank"><b>Versus: The Way to Shadow</b></a> project. In the <a href="http://www.creativebloq.com/3d-world/issue-194-31514448" target="_blank">194th issue</a> of the magazine you'll find a 6 pages article about the making of the film but the real news is I created that clone trooper you see on the cover. First time ever I was asked to provide a render to be featured as front cover of a magazine. Needless to say that now my magazine is protected inside a plastic bag under a glass dome.<br />
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<span style="color: #666666;">Et de trois! Une nouvelle publication dans dans le magazine 3D World, cette fois au sujet de <b><a href="http://www.versus2.fr/" target="_blank">Versus: Le passage vers l'ombre</a></b> comme diraient nos amis Canadiens. Dans le <a href="http://www.creativebloq.com/3d-world/issue-194-31514448" target="_blank">numéro 194</a> du mois de mai 2015 vous pourrez trouver un article de 6 pages qui revient sur la création des effets et quelques moments du tournage du film de Nicolas Santini. Mais la vraie nouvelle est que ce clone trooper en couverture, c'est le mien! C'est un honneur d'avoir été choisi par l'équipe de 3D World pour faire cette couverture qui trône à présent sous une cloche de verre. </span><br />
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The rest of the pictures can be seen on my <a href="http://www.moonday.fr/3d-world-cover-may-2015/" target="_blank">website</a>.</div>
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<span style="color: #666666;">Le reste des images sont disponibles sur mon</span> <a href="http://www.moonday.fr/3d-world-couverture-mai-2015/" target="_blank">site</a>.</div>
1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-87018427098713338912015-04-13T18:05:00.000-07:002015-04-13T18:56:46.522-07:00Time travellers - WIP 05New elements have been created: a cellphone, stained glasses, electric plug and a very happy tissue box. About the stained glass I originally wanted to use Joker Martini script <a href="http://jokermartini.com/welder/" target="_blank">"Welder"</a> to create the weld elements but it didn't worked the way I wanted for my geometry therefore I simply used my original pattern geometry<i> (diamonds)</i> and added a lattice modifier on top and a few displacement maps <i>(like the welder max script does)</i>. After installing the windows in the final scene I felt coloured glass elements was too much, despite the facts it looks really cool. I'll only use light colour variations on each glass elements.<br />
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<span style="color: #666666;">De nouveaux éléments on été
créés: un téléphone portable, du vitrail, une prise électrique et une
très joyeuse boîte de mouchoirs. Concernant le vitrail, j'étais parti
sur l'utilisation du script <a href="http://jokermartini.com/welder/" target="_blank">"Welder"</a>
de Joker Martini, malheureusement le script est fait de façon à
travailler sur des objets moins complexes que le mien. Problème réglé en
prenant le mesh de base<i> (des losanges)</i> et en lui appliquant un
modificateur "lattice" pour n'afficher que les jointures aux
intersections. Quelques displacements par dessus et le tour est joué.</span><br />
<span style="color: #666666;">Après
avoir importé les vitraux dans la scène finale je me suis rendu compte
que ça plombait un peu l'ambiance, même si les couleurs dans chaque
élément de vitre rendent le tout plutôt cool, je vais utiliser une
variation de couleurs plus légère sur chaque losange.</span><br />
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The electric plug was fairly easy to model, based on boolean operation on splines then extruded and converted to editable poly + turbosmooth, smooth by smoothing groups.<br />
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<span style="color: #666666;">La prise électrique, bien qu'elle ait une forme complexe, était assez simple à modéliser. En partant de quelques opérations booléennes dans une spline éditable, le résultat a été extrudé puis turbosmoothé en utilisation de lissage par groupes de lissage à certain endroits.</span><br />
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The Tissue box was more challenging, it asked a few tricks using a cloth modifier to get the desired shape of the tissues. You can see a making of video at the end of this article showing the different steps: modelling, unwrapping and shading/texturing of that Nyan box. (<i>I invite you to watch the making of on Vimeo to get the timecode informations to easily jump between parts of the video.)</i><br />
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<span style="color: #666666;">Les mouchoirs ont demandé un peu plus de travail <i>(et de plantages)</i>, en partant d'un plan, un modificateur cloth a fait le travail. Vous pouvez voir dans la vidéo making of à la fin de cet article les différents procédés pour la création de cette miaou boîte. <i>(Je vous invite à regarder le making of sur Vimeo, la description contient les timecodes pour naviguer facilement dans la vidéo).</i></span><br />
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<iframe allowfullscreen="" frameborder="0" height="456" mozallowfullscreen="" src="https://player.vimeo.com/video/124878139?color=ff9933&title=0&byline=0&portrait=0" webkitallowfullscreen="" width="700"></iframe>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-26455909920973329042015-03-22T18:54:00.000-07:002015-03-22T18:58:58.906-07:00Time travellers - WIP 04The main characters are placed in the rough environment, a 3rd character will join them. I'm now working on the many objects that will populate the scene, what has been done so far: a book, a laptop and some cables.<br />
Regarding the final image resolution, this week will be about capturing textures in God size res. <br />
During the test render process I noticed some weird artefacts on the laptop, a triangle that didn't render like the rest of the mesh. Everything looked OK in the viewport and in the render when using a standard material. After some investigations, I think it comes from the bump in my Arch&Design material, the black and white texture was somehow too complex for the mesh and its material (?!) and unfortunately it has nothing to do with texture or image sampling.<br />
The problem was solved by using a normal bump texture instead of a B&W bump texture. To convert my bump to normal I used Substance Designer tools.<br />
Unlike the clothes textures, I decided to to paint dust and tiny white shapes on these objects in post, taking advantage of working on a still image.<br />
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<span style="color: #666666;">Les personnages principaux ont pris place dans un environnement brouillon, à base de boîtes, un 3ème personnage viendra bientôt les rejoindre. Pour l'heure je me concentre sur les différents objets qui peupleront la pièce. Jusqu'à présent on été modélisés et texturés un ordinateur portable, un livre et des prises électriques.</span><br />
<span style="color: #666666;">Étant donné la résolution de l'image finale, cette semaine sera consacré à la photographie de texture en très haute résolution.</span><br />
<span style="color: #666666;">Alors que je rendais quelques tests j'ai remarqué un défaut dans le shader de l'ordinateur portable, un triangle semblait avoir sa normale inversé par rapport au reste du maillage. Après une enquête plus ou moins approfondie, le problème viendrait du bump de l'Arch&Design. Apparemment la texture en noir et blanc serait trop complexe pour le shader (?!) et malheureusement les réglage de sampling de la texture et du rendu ne règlent pas le soucis.</span><br />
<span style="color: #666666;">La solution consiste à utiliser du normal bump à la place d'un simple bump. J'ai utilisé Substance Designer pour convertir la texture N&B en normal bump et le problème s'est évaporé <i><u>pour ce cas</u></i>.</span><br />
<span style="color: #666666;">Contrairement aux textures de vêtements, les poussières et autre petite saletés microscopiques seront ajouter en post, histoire de tirer avantage que ce projet soit une image fixe et non une animation.</span><br />
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<br />1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-32572837181836342742015-03-08T11:54:00.000-07:002015-03-08T11:57:39.090-07:00Time travellers - WIP 03<div style="text-align: justify;">
Starting to get interesting banners on my blog... Anyway, the girl and guy clothes are done until further minor adjustments once the characters will be posed in the scene.</div>
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I decided to create all the cloth textures in one go to keep a homogeneous look in the creation process. </div>
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The male trousers displacement map has been tuned and it's normal map adjusted to get better volumes. The tip of his belt will be placed like the other cloth, via simulation process.</div>
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<span style="color: #666666;">Si avec cette bannière j'attire pas les Otakus du coin... La modélisation et texturing des vêtements sont terminés pour les personnages, jusqu'à la phase d'ajustement final une fois qu'ils auront leur pose dans la scène.</span></div>
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<span style="color: #666666;">Je me suis dit que faire toutes les textures des vêtements en un seul voyage était la meilleure solution pour garder un look homogène lors de la création.</span></div>
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<span style="color: #666666;">Le displacement du pantalon a été ajusté ainsi que sa normal map, les volumes ressortent mieux. Le bout de sa ceinture sera placé comme le reste, via une simulation cloth.</span></div>
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1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-48054769339020509112015-03-02T02:33:00.000-08:002015-03-02T02:49:54.721-08:00Time travellers - WIP 02<div class="separator" style="clear: both; text-align: center;">
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Some progress in the project, the male character clothes are almost done. The method I used to create displacement is the same as in the last post about <a href="http://1k0.blogspot.fr/2015/02/time-travellers-wip-01.html">shoes modelling</a>. A video at the end of this article shows the process on a pocket. For these models, the magic will come at cloth simulation time.</div>
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Also I made some experimentations about creating displacement maps from pictures using Bitmap 2 material by <a href="https://www.allegorithmic.com/products/bitmap2material" target="_blank">Allegorithmic</a> and I must admit it makes a great job.</div>
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By using the "slope based" constraint on pictured objects lighted from <a href="http://i.imgur.com/T6wugpS.gif" target="_blank">one direction,</a> we get quite good displacement maps.</div>
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That process might be less precise but it's also less constraints than using <a href="http://www.agisoft.com/" target="_blank">Photoscan</a> or the <a href="http://www.zarria.net/nrmphoto/nrmphoto.html" target="_blank">normal map photography</a> process. For these tests I used only 1 light, another light, more diffuse and on top of the pictured objects will be added for next shooting sessions.</div>
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<span style="color: #666666;">Ça y est, les vêtements du personnage masculin sont quasiment terminés. Le displacement est toujours créé de <a href="http://1k0.blogspot.fr/2015/02/time-travellers-wip-01.html">la même façon</a>. Une vidéo à la fin de ce billet montre rapidement comment les plis ont été dessinés sur une poche de pantalon. Ici les modèles prendront vie une fois que la simulation de vêtement sera lancé.</span></div>
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<span style="color: #666666;">J'ai aussi fait quelques tests pour obtenir des maps de displacement d'après des photos en utilisant Bitmap 2 Material de <a href="https://www.allegorithmic.com/products/bitmap2material" target="_blank">Allegorithmic</a> et franchement les résultat sont très bons! En utilisant la fonction "slope based" sur des photos dont les objets ont été éclairés à partir d'une direction seulement, on obtient une map de displacement assez fidèle.</span></div>
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<span style="color: #666666;">Un procédé peut être moins précis mais aussi moins contraignant que celui d'utiliser <a href="http://www.agisoft.com/" target="_blank">Photoscan</a> ou encore la méthode de <a href="http://www.zarria.net/nrmphoto/nrmphoto.html" target="_blank">photographie de normales</a>. Pour ces tests je n'utilisais qu'une seule source de lumière, j'ajouterais une deuxième très diffuse qui tapera au dessus de l'objet photographié pour ne pas être totalement dans le noir. Affaire à suivre.</span></div>
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<iframe allowfullscreen="" frameborder="0" height="502" mozallowfullscreen="" src="//player.vimeo.com/video/120662471?color=ff9933&title=0&byline=0&portrait=0" webkitallowfullscreen="" width="700"></iframe>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-48702932998156021122015-02-22T11:48:00.000-08:002015-05-10T03:06:47.908-07:00Time Travellers - WIP 01Spare time it pretty rare these times, I try to allocate it to personal projects as much as I can. Here is the first WIP of a new artwork. It looks like the workflow I used on my <a href="http://www.moonday.fr/project/why-is-a-raven-like-a-writing-desk/" target="_blank">Alice project</a> as I'm working on the props first. But this time I already modelled the characters, I keep them for the final render, it's always good to keep surprises in our world isn't it.<br />
Based on my actual shoes I poly-modelled the object from picture reference, that was the easiest part. The final look comes from the displacement effect that bring life to that shoe. That one was painted manually, helped from picture references, in Potatoshop.<br />
I recorded the modelling and texturing process that way you can have a look at my Frenchy workflow, scroll down to the end of the article to access videos.<br />
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<span style="color: #666666;">Le temps libre se fait plutôt rare dernièrement, j'essaye tant bien que mal d'avancer dans divers projets personnels. Donc voici le premier WIP d'une nouvelle illustration. On va encore dire que je commence à travailler comme je l'avais fait pour l'illustration <a href="http://www.moonday.fr/project/pourquoi-un-corbeau-ressemble-a-un-bureau/" target="_blank">d'Alice</a>, par les accessoires. Mais, hé hé, les personnages sont déjà modélisés et reste à l’abri des regards jusqu'au rendu quasi final, histoire d'avoir un peu de surprises.</span><br />
<span style="color: #666666;">Basées sur mes chaussures actuelles j'ai poly-modelé l'objet en m'aidant de références photographiques, c'était la partie la plus simple. Le look de la chaussure vient vraiment de ses écailles qui ont été générées via du displacement peint manuellement dans Potatoshop.<br />Au final, il aura fallu environ 10 heures de travail résumées dans les timelapse visibles à la fin de cet article:</span><br />
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<u><b>Update May 10th 2015</b></u>: There is a faster way to create small scales proceduraly, you can see the workflow in the following video. You lost the hand made look but we're all lazy, sometimes.<br />
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<span style="color: #666666;"><u><b>Mise à jour du 10 mai 2015</b></u>: Il existe une façon plus rapide de créer des écailles, de façon procédurale comme dans la vidéo qui suit. Certes on perd le look fait à la main mais c'est bien pratique lorsqu'on manque de temps sur des projets.</span>
<iframe src="https://player.vimeo.com/video/127392988?color=ff0179&title=0&byline=0&portrait=0" width="700" height="481" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-44295745117401863612015-01-26T10:03:00.000-08:002015-01-26T10:03:52.393-08:003D World Magazine publicationPictures are better than words / Les images parlent d'elles-mêmes.<br />
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<a href="http://www.moonday.fr/ug-mo-3d-world-190/">http://www.moonday.fr/ug-mo-3d-world-190/</a><br />
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1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-86651671962272753752014-12-23T01:34:00.000-08:002014-12-23T17:34:28.950-08:00What did you miss in 2014?An unusual post to talk about what happened this year and what some of you may have missed!<br />
Versus: The Way to Shadow is now 1 year old, some TV, radio and websites called Nicolas and I for a few interviews, M6, TV Nantes, Prun' FM... Thanks to Commander Kuro for his wonderful poses<i> (subtitles are available)</i><br />
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<span style="color: #666666;">Un billet "bilan de l'année" pour montrer qu'il s'est passé des TAS de choses en 2014 et que certains d'entre vous on peut être loupé <i>(j'ai les noms)</i>.</span><br />
<span style="color: #666666;">Versus: The Way to Shadow a récemment fêté son premier anniversaire, il doit en être à 3 millions de vues actuellement et quelques chaîne de télévision, radio et site web nous ont invité Nicolas Santini et moi afin de parlé de notre film, notamment M6, TV Nantes, Prun' FM et bientôt d'autres pour l'année 2015 ;) On remercie le commandant Kuro pour ces poses épiques.</span><br />
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<i>As a reminder, <a href="http://www.moonday.fr/project/versus-the-way-to-shadow-making-of/" target="_blank">Versus Making Of</a> is available on Moonday!<br /><span style="color: #666666;">Pour rappel, le <a href="http://www.moonday.fr/project/versus-the-way-to-shadow-making-of-fr/" target="_blank">Making Of de Versus</a> est disponnible sur Moonday!</span></i><br />
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After years of being rejected because my CG sucks, one of <a href="http://www.3dtotal.com/index_gallery_detailed2.php?id=6081#.VJkg514Ay" target="_blank">my artwork</a> is finally part of the 3D total gallery, but not only that! 3D Total also published 2 of my Making Of!<br />
- The first one about my artwork based on Alice in Wonderland "<a href="http://www.3dtotal.com/index_tutorial_detailed.php?id=1909#.VJki3l4Aw" target="_blank">Why is a Raven like a Writing Desk</a>".<br />
- The second on my CG short "<a href="http://www.3dtotal.com/index_tutorial_detailed.php?id=1917#.VJkie14Ax" target="_blank">Unexpected Gifts</a>"<br />
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<span style="color: #666666;">Après des années de rejets parce-que ma Trois Day sent les pieds, <a href="http://www.3dtotal.com/index_gallery_detailed2.php?id=6081#.VJkg514Ay" target="_blank">une de mes illustrations</a> fait enfin partie intégrante de la galerie 3D Total mais ce n'est pas tout! 3D Total a aussi publié deux de mes Making Of!</span><br />
<span style="color: #666666;">- Le premier sur la création de "<a href="http://www.3dtotal.com/index_tutorial_detailed.php?id=1909#.VJki3l4Aw" target="_blank">Pourquoi un Corbeau ressemble à un Bureau</a>" basé sur l'univers d'Alice au pays des merveilles.</span><br />
<span style="color: #666666;">- Un deuxième sur mon très court métrage "<a href="http://www.3dtotal.com/index_tutorial_detailed.php?id=1917#.VJkie14Ax" target="_blank">Cadeaux inattendus</a>"</span><br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-7i5HRY2OZHI/VJkn__kZJyI/AAAAAAAADDw/tV3IpBMNOR0/s1600/Pucraub_HD_CMJN.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-7i5HRY2OZHI/VJkn__kZJyI/AAAAAAAADDw/tV3IpBMNOR0/s1600/Pucraub_HD_CMJN.jpg" height="640" width="348" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Pourquoi un Corbeau ressemble à un Bureau</td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-zxkst-KeAC4/VJkoTUxMQTI/AAAAAAAADD4/X0__-mLWz40/s1600/UG_MO_Mocap_01.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-zxkst-KeAC4/VJkoTUxMQTI/AAAAAAAADD4/X0__-mLWz40/s1600/UG_MO_Mocap_01.jpg" height="225" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Merci de m'envoyer un mail si vous retrouvez mes yeux</td></tr>
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-sjCLRKM10xs/VJkoUMKf-RI/AAAAAAAADEA/qCQJqRdmEUg/s1600/UG_MO_Wire_01.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-sjCLRKM10xs/VJkoUMKf-RI/AAAAAAAADEA/qCQJqRdmEUg/s1600/UG_MO_Wire_01.jpg" height="225" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Oui, la Keyblade était fausse, les Posca et le bureau aussi, toute la pièce en fait</td></tr>
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<span style="color: #cccccc;">Only one big project have been completed this year and it's personal work. "<a href="http://www.moonday.fr/project/unexpected-gifts/" target="_blank">Unexpected Gifts</a>" helped me to definitely create a usable facial mocap workflow for coming projects. It has been made earlier this year in approximately 2 months. At first the project was to model a Keyblade and create an original turntable video. I admit I went too far and overkilled the concept of "turntable". My shy side forced me to replace my head with a CG one.</span><br />
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<span style="color: #666666;"><span style="color: black;"><span style="color: #666666;">Cette année, un seul gros projet a vu le jour. "<a href="http://www.moonday.fr/project/cadeaux-inattendus/" target="_blank">Cadeaux inattendus</a>" m'a aidé à trouvé un bon workflow concernant la mocap faciale qui pourra être utilisé sur les projets futurs. Réalisé en environ deux mois, le projet était à la base "modéliser une Keyblade" et la mettre en scène dans un turntable original. Bon j'avoue que je suis parti un peu loin et que j'ai complétement dépassé le concept du turntable. Si je n'avais pas été timide là vidéo aurait été moins intéressante, on aurait juste eu droit à un simple "en fait tout est faux dans la vidéo".</span></span></span><br />
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A handfull of tutorials have been uploaded, mostly about modelling tips. <br />
<span style="color: #666666;">Une poignée de tutos sortis au long de l'année, principalement sur des astuces de modélisation.</span><br />
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<iframe allowfullscreen="" frameborder="0" height="473" mozallowfullscreen="" src="//player.vimeo.com/video/102476314?title=0&byline=0&portrait=0&color=ff9933" webkitallowfullscreen="" width="700"></iframe>
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A few more 2014 projects will be completed in 2015, Yes <a href="http://www.moonday.fr/project/zetman/" target="_blank">ZETMAN</a> is part of them.<br />
Then I'll try to focus on Artworks in 2015, working on animated project is time consuming and Nick kept my TARDIS somewhere in that tea drinker country.<br />
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<span style="color: #666666;">Plusieurs projets commencés en 2014 seront terminés au cours de l'année prochaine, dont <a href="http://www.moonday.fr/project/zetman-fr/" target="_blank">ZETMAN</a> <i>(on se calme Edmond)</i> puis je me concentrerais sur des illustrations, les projets animés me prennent trop de temps.</span><br />
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Bonne fêtes de fin d'année and a Happy New Year!</div>
1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-74606040705567257262014-12-09T19:18:00.000-08:002014-12-09T19:18:48.613-08:00Pepakura AdventuresHalf 3D related post today.<br />
A few days ago I discovered it was possible to create paper-craft version out of 3D models. The good thing is I am a 3D modeller, what a chance! Therefore I gave it a try with a "simple" model as my first try, a Manned Wolf I'm working on, for a side project. I decimated the original smoothed model and welded some vertices here and there to come up to a model about 461 Polygons.<br />
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<span style="color: #666666;">Un sujet à moitié accès sur la Troiday aujourd'hui.</span><br />
<span style="color: #666666;">Il y a quelques temps j'ai découvert qu'il était possible de donner vie à ses modèles 3D par le biais du Pepakura. Coup de bol, je suis modeleur 3D! Donc après quelques recherches sur le sujet je me suis lancé avec pour modèle un loup à crinière, créé pour un projet annexe. Une grosse décimation dans les faces du modèle lissé à l'origine et en sortie j'arrive à un objet de "seulement" 461 Polygones. </span><br />
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<a href="http://2.bp.blogspot.com/-p7JZjzK-aCA/VIe4P1nDuSI/AAAAAAAADC4/xhb1_zJu8zw/s1600/Ben_le_lou_00.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-p7JZjzK-aCA/VIe4P1nDuSI/AAAAAAAADC4/xhb1_zJu8zw/s1600/Ben_le_lou_00.jpg" height="269" width="320" /></a></div>
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After a few hours of cutting paper and mounting the model it doesn't look that bad. Ben the Wolf is 60cm long and love lights.<br />
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<span style="color: #666666;">Après quelques heures de montage, 2 doigts perdus, Ben le Loup mesure 60cm de long et aime les lumières.</span><br />
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<tr><td class="tr-caption" style="text-align: center;">Pas bouger!<br />Bieeeen.</td></tr>
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Knowing all the models I made in the past, it would be a good opportunity to start Cosplay at Über level.<br />
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<span style="color: #666666;">Ceux qui me suivent depuis quelques années imaginent donc à quel point cette nouvelle corde à mon arc pourrait être utile et me pousser à faire du Cosplay.</span><br />
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1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com6tag:blogger.com,1999:blog-8594156861451136903.post-43604478489110695922014-12-08T14:31:00.000-08:002014-12-08T14:41:04.408-08:00Patience - WIP 02I was really busy with pro work and the flu these past weeks so I could barely work on anything new on my artwork. News from the front!<span style="color: #999999;"> </span><br />
<span style="color: #666666;">Ces dernière semaines j'ai pas mal été occupé avec le taf et une grosse grippe, j'ai à peine pu avancer sur ma nouvelle illustration mais voici quand même quelques news!</span><br />
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- A new temporary name for the artwork: "Patience"<br />
<span style="color: #666666;">- Un nouveau nom temporaire pour cette illustration: "Patience"</span><br />
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- 12 tree trunk have been scanned and generated in <a href="http://www.agisoft.com/" target="_blank">Photoscan</a>, now it's time to extract the material data from them.<br />
<span style="color: #666666;">- 12 nouveau tronc d'arbres ont été scannés et générés dans <a href="http://www.agisoft.com/" target="_blank">Photoscan</a>, il ne reste 'plus qu'à' extraire les différents matériaux.</span><br />
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<a href="http://1.bp.blogspot.com/-1YykTSeVEqE/VIYlY2Js0-I/AAAAAAAADCY/kBGIwwhDyco/s1600/MoeP_WIP_18.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-1YykTSeVEqE/VIYlY2Js0-I/AAAAAAAADCY/kBGIwwhDyco/s1600/MoeP_WIP_18.jpg" height="320" width="306" /></a></div>
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- Being tired of the lack of control in the Landscape Lume material, I updated my old <a href="http://www.gugila.com/products_gw.php" target="_blank">Groundwiz</a> plugin <i>(used on <a href="http://www.moonday.fr/project/danse-kabyle-fr/" target="_blank">Danse Kabyle</a>)</i> and ran some test on an old tree trunk test scene. I'm pretty satisfied with the results so far.<br />
<span style="color: #666666;">- Le shader Landscape Lume étant assez limité j'ai décidé de mettre à jour mon vieux <a href="http://www.gugila.com/products_gw.php" target="_blank">Groundwiz</a>, déjà utilisé sur <a href="http://www.moonday.fr/project/danse-kabyle-fr/" target="_blank">Danse Kabyle</a>. Les tests effectués prévoient du très bon pour l'avenir.</span><br />
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<a href="http://2.bp.blogspot.com/-OeVQ94BOdj0/VIYlrIMTyZI/AAAAAAAADCg/_hWHoMP9D0o/s1600/Maureen_WIP_15.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-OeVQ94BOdj0/VIYlrIMTyZI/AAAAAAAADCg/_hWHoMP9D0o/s1600/Maureen_WIP_15.jpg" height="180" width="320" /></a></div>
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The scene of the artwork will be at night but it's so pleasant to test shader at dawn time.<br />
<span style="color: #666666;">L'environnement de l'illustration prendra place pendant la nuit mais tester des shaders dans une lumière de crépuscule était trop tentant. </span>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-56314139529982847152014-10-15T02:41:00.000-07:002014-10-15T02:41:08.678-07:00WIP - New artworkA few weeks ago I updated my <a href="http://www.moonday.fr/" target="_blank">online portfolio</a> and I noticed I worked more on video and animation projects through the time, which is good but I felt working again on a still image gives more freedom, like I had when I worked on my <a href="http://www.moonday.fr/project/why-is-a-raven-like-a-writing-desk/" target="_blank">Alice in Wonderland</a> artwork a few years ago.<br />
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That's the reason why, a few weeks ago, I designed a scene on paper starring two of the characters that will be part of my next short film.<br />
I'm still adjusting the image composition but I already started the work on the details of some elements like the cloth.<br />
One of the character wears a pair of Jikatabi. Back in 2012 I used <a href="http://www.agisoft.com/" target="_blank">Agisoft Photoscan</a> to create a <a href="https://www.facebook.com/188234654542113/photos/pb.188234654542113.-2207520000.1413364284./366020693430174/?type=3&src=https%3A%2F%2Fscontent-b-fra.xx.fbcdn.net%2Fhphotos-xpf1%2Ft31.0-8%2F325193_366020693430174_1039850315_o.jpg&smallsrc=https%3A%2F%2Fscontent-b-fra.xx.fbcdn.net%2Fhphotos-xfa1%2Fv%2Ft1.0-9%2F402926_366020693430174_1039850315_n.jpg%3Foh%3D2de54808731d28a2ede99ca1f5688add%26oe%3D54BC4285&size=1075%2C974&fbid=366020693430174" target="_blank">3D model</a> from a real pair of these boots to be used in "<a href="http://www.moonday.fr/project/noel-en-alsace-2012/" target="_blank">Christmas in Alsace - Episode II</a>". This time I modelled them from scratch inside 3ds Max and added details with hand painted displacement and bump maps.<br />
Further deformations on the cloth part of these shoes will come from cloth simulation once the character will be posed.<br />
Hairfarm is used to generate the fur on the inside part.<br />
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<a href="http://4.bp.blogspot.com/-myfXo40NUas/VD44RpL1C1I/AAAAAAAADBE/ahOVHgV1W0c/s1600/Moep_WIP_11f.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-myfXo40NUas/VD44RpL1C1I/AAAAAAAADBE/ahOVHgV1W0c/s1600/Moep_WIP_11f.jpg" height="320" width="227" /></a></div>
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<a href="http://3.bp.blogspot.com/-nOkC2OFj7rk/VD44XuySYoI/AAAAAAAADBM/SKcQ4Qj8q_U/s1600/Moep_WIP_13f.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-nOkC2OFj7rk/VD44XuySYoI/AAAAAAAADBM/SKcQ4Qj8q_U/s1600/Moep_WIP_13f.jpg" height="320" width="180" /></a></div>
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All I can say for now is the project will be available for large scale print, not only digital render and will include hair and fur characters and photo-realist elements. 1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-76549739059619607412014-09-07T18:44:00.000-07:002014-09-07T18:44:30.547-07:00Zetman WIPThis week I went back on the city wide shot and I played again with the 1st version of the building lights shader I created 2 years ago.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-xdgKgMUSk2A/VA0FwrPZuwI/AAAAAAAADAg/YHNqWX3dSgs/s1600/Zetman_WIP_180.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-xdgKgMUSk2A/VA0FwrPZuwI/AAAAAAAADAg/YHNqWX3dSgs/s1600/Zetman_WIP_180.jpg" height="320" width="185" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bottom: Raw render</td></tr>
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Still based on many tiles maps in a composite material for the glow
slot, I added new instances of the tile to control large parts of
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The nice thing with that method, as explained (way) earlier, the glow material lights the scene from one building to another.<br />
Reflective materials are used for the walls as these buildings will be under rain in the final look.<br />
The good news about the workflow of this shader is it uses standard materials and it should work with any kind of render engine. <br />
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-0-bf-Q67ut8/VA0Gjzix50I/AAAAAAAADAo/Cp-uYknZJLc/s1600/Zetman_WIP_172.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-0-bf-Q67ut8/VA0Gjzix50I/AAAAAAAADAo/Cp-uYknZJLc/s1600/Zetman_WIP_172.jpg" height="163" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Preliminary tests</td></tr>
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These low poly/low textured buildings won't be close to the camera.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-eJyrsAOHbho/VA0HEBKo5jI/AAAAAAAADAw/BBNbCExSGKE/s1600/Zetman_WIP_182.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-eJyrsAOHbho/VA0HEBKo5jI/AAAAAAAADAw/BBNbCExSGKE/s1600/Zetman_WIP_182.jpg" height="163" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">It looks way better in motion ;)</td></tr>
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Here is where I am so far in that shot. I imported the new models in my old <a href="http://kiladghosttown.blogspot.fr/" target="_blank">ghost town</a> scene, set a 28 mm camera and hit render.<br />
As said in the first image, only glow materials light the scene with Final Gather, so it's a pretty light scene, less than 1 million poly for now. This last test took only 8 minutes to render.<br />
Now a huge building modelling week is waiting for me ^^1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-84972806617370030412014-08-25T17:56:00.001-07:002014-08-25T17:56:04.121-07:00Zetman - WIP rebornNow <a href="http://youtu.be/hChZObLRPRc?t=14m17s" target="_blank">Versus II project</a> is done and published <i>(already 1.77M views!)</i>, other pro works completed, a new schedule better organised, I can finally go back on the Zet project.<br />
Like if there have never been a two years break, I continued the work where I left it, the texturing work on Alpha's weapon is now complete.<br />
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<a href="http://4.bp.blogspot.com/-EwcgJ9KNMzA/U_vQs8EUnKI/AAAAAAAAC_k/9qc5k2__80k/s1600/Zetman_WIP_169_F.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-EwcgJ9KNMzA/U_vQs8EUnKI/AAAAAAAAC_k/9qc5k2__80k/s1600/Zetman_WIP_169_F.png" height="360" width="640" /></a></div>
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I also went back on the rain system with pflow on some new tests:<br />
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<iframe src="//player.vimeo.com/video/104291394?byline=0&portrait=0&color=ff9933&loop=1" width="700" height="394" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com1tag:blogger.com,1999:blog-8594156861451136903.post-32359723402422068922014-08-03T21:38:00.002-07:002014-08-03T21:40:59.058-07:00Modelling tips - Create a hollow sphereMy friend <a href="http://www.jpegdesigns.co.za/" target="_blank">Jentina</a> was looking for a solution to model a hexagonal shaped object, so I look at the problematic with her and here is the solution I found:<br />
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<a href="http://3.bp.blogspot.com/-3sPXQU9tWCs/U98Jrd3WskI/AAAAAAAAC9o/DiH8KUce9T4/s1600/Tutorial_Hollow_sphere_01.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-3sPXQU9tWCs/U98Jrd3WskI/AAAAAAAAC9o/DiH8KUce9T4/s1600/Tutorial_Hollow_sphere_01.jpg" height="224" width="320" /></a></div>
1/ Create a GeoSphere with Geodesic Base Type set on Icosa.<br />
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<a href="http://2.bp.blogspot.com/-WoQFqUYjMIo/U98KBnwXf2I/AAAAAAAAC9w/7P3c1QVYcuI/s1600/Tutorial_Hollow_sphere_02.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-WoQFqUYjMIo/U98KBnwXf2I/AAAAAAAAC9w/7P3c1QVYcuI/s1600/Tutorial_Hollow_sphere_02.jpg" height="224" width="320" /></a></div>
2/ Add a Turbosmooth modifier, Iterations set to 1.<br />
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<a href="http://1.bp.blogspot.com/-tTHLz1WGm5o/U98KN7wMdSI/AAAAAAAAC94/Sbdg-Psf9hs/s1600/Tutorial_Hollow_sphere_03.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-tTHLz1WGm5o/U98KN7wMdSI/AAAAAAAAC94/Sbdg-Psf9hs/s1600/Tutorial_Hollow_sphere_03.jpg" height="224" width="320" /></a></div>
3/ Convert the Geometry to and Editable Poly<br />
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<a href="http://4.bp.blogspot.com/-vIb-27H_mIc/U98KckbV7uI/AAAAAAAAC-A/3EgJu0u-x7o/s1600/Tutorial_Hollow_sphere_04.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-vIb-27H_mIc/U98KckbV7uI/AAAAAAAAC-A/3EgJu0u-x7o/s1600/Tutorial_Hollow_sphere_04.jpg" height="224" width="320" /></a></div>
4/ With the help of the Graphite modelling tool bar, on the Selection tab, choose the selection by Numeric, type a value of 5 and select "<" option, that way it will select all vertices that have less than 5 edges connected to them.<br />
Then, invert the selection.<br />
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<a href="http://1.bp.blogspot.com/-gQtpyOvg9Mo/U98LUqM-svI/AAAAAAAAC-I/sF68uZ8vG6U/s1600/Tutorial_Hollow_sphere_05.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-gQtpyOvg9Mo/U98LUqM-svI/AAAAAAAAC-I/sF68uZ8vG6U/s1600/Tutorial_Hollow_sphere_05.jpg" height="224" width="320" /></a></div>
5/ Still in sub object mode "vertex" hold CTRL on the keyboard and click on "Edges", it will select all edges connected to the selected vertices.<br />
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<a href="http://1.bp.blogspot.com/-SGipdaZZPzU/U98Lq4E9quI/AAAAAAAAC-Q/AigdLiSExOo/s1600/Tutorial_Hollow_sphere_06.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-SGipdaZZPzU/U98Lq4E9quI/AAAAAAAAC-Q/AigdLiSExOo/s1600/Tutorial_Hollow_sphere_06.jpg" height="224" width="320" /></a></div>
6/ Hold CTRL on the keyboard and click on Remove to remove unwanted edges and their vertices.<br />
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<a href="http://3.bp.blogspot.com/-UgYjzQ58mb8/U98MIzPZ9_I/AAAAAAAAC-Y/TIaDlgjGA84/s1600/Tutorial_Hollow_sphere_07.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-UgYjzQ58mb8/U98MIzPZ9_I/AAAAAAAAC-Y/TIaDlgjGA84/s1600/Tutorial_Hollow_sphere_07.jpg" height="224" width="320" /></a></div>
7/ Select all polygons, hit the menu icon next to "Inset", choose "by polygon", put the desired value.<br />
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<a href="http://4.bp.blogspot.com/-I3Cg92sTlvA/U98MdVitcwI/AAAAAAAAC-g/7dumP7fWdfs/s1600/Tutorial_Hollow_sphere_08.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-I3Cg92sTlvA/U98MdVitcwI/AAAAAAAAC-g/7dumP7fWdfs/s1600/Tutorial_Hollow_sphere_08.jpg" height="224" width="320" /></a></div>
8/ Leave the sub object selection and add a Mesh select modifier, choose polygon, it kept the selection history from the edit poly sub object mode.<br />
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<a href="http://2.bp.blogspot.com/-K_byta336so/U98M0oCfxmI/AAAAAAAAC-o/3YN7ivA-00g/s1600/Tutorial_Hollow_sphere_09.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-K_byta336so/U98M0oCfxmI/AAAAAAAAC-o/3YN7ivA-00g/s1600/Tutorial_Hollow_sphere_09.jpg" height="224" width="320" /></a></div>
9/ Add a Delete Mesh modifier.<br />
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<a href="http://1.bp.blogspot.com/-2ZI_W5FMCSs/U98NBEyF8yI/AAAAAAAAC-8/YmQ5zc6hha8/s1600/Tutorial_Hollow_sphere_10.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-2ZI_W5FMCSs/U98NBEyF8yI/AAAAAAAAC-8/YmQ5zc6hha8/s1600/Tutorial_Hollow_sphere_10.jpg" height="224" width="320" /></a></div>
10/ Add a Shell modifier and put whatever value you want for the final look of the sphere.<br />
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<a href="http://4.bp.blogspot.com/-Lxm0psGW78U/U98NQe8wZ0I/AAAAAAAAC_E/i4NUHmfTgq4/s1600/Tutorial_Hollow_sphere_11.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Lxm0psGW78U/U98NQe8wZ0I/AAAAAAAAC_E/i4NUHmfTgq4/s1600/Tutorial_Hollow_sphere_11.jpg" height="224" width="320" /></a></div>
11/ Add a Turbosmooth modifier to get nice round holes in the sphere.<br />
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<a href="http://1.bp.blogspot.com/-NL_TfR-qsFk/U98Nbuc-ebI/AAAAAAAAC_M/n-0uxV4ILrk/s1600/Tutorial_Hollow_sphere_12.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-NL_TfR-qsFk/U98Nbuc-ebI/AAAAAAAAC_M/n-0uxV4ILrk/s1600/Tutorial_Hollow_sphere_12.jpg" height="224" width="320" /></a></div>
12/ That's it. You can play with the number of segments in the shell modifier to get sharper edges on the holes.<br />
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A video that resume the process: </div>
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<iframe allowfullscreen="" frameborder="0" height="473" mozallowfullscreen="" src="//player.vimeo.com/video/102476314?title=0&byline=0&portrait=0&color=ff0179" webkitallowfullscreen="" width="700"></iframe>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-80214776303546743732014-07-17T22:39:00.000-07:002014-07-20T02:48:39.822-07:00An unexpected Making Of<address style="text-align: center;">
<i>"<a href="https://vimeo.com/100562444" target="_blank">Unexpected Gifts</a>" is a VFX based short film. It's a proof of concept for a future short film including object tracking and facial motion capture effects.</i></address>
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(A video compilation of VFX explained in this making of is available at the end of the article)</address>
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1/ Méliès process</h2>
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Before shooting this film I made many tests about object tracking using a single camera as in the following videos:</div>
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<iframe allowfullscreen="" frameborder="0" height="225" src="//player.vimeo.com/video/61791876?byline=0&portrait=0&color=ffffff" width="400"></iframe> <iframe allowfullscreen="" frameborder="0" height="225" src="//player.vimeo.com/video/64275544?byline=0&portrait=0&color=ffffff" width="400"></iframe></div>
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After understanding the basic workflow of object tracking I moved on the props building stage with the help of a friend, based on the CG Keyblade I modelled.</div>
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<a href="http://2.bp.blogspot.com/-8U0cfE_wKD4/U8isulZ_GAI/AAAAAAAAC7g/RTcD3nbYivo/s1600/UG_MO_Wooden_Keyblade.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-8U0cfE_wKD4/U8isulZ_GAI/AAAAAAAAC7g/RTcD3nbYivo/s1600/UG_MO_Wooden_Keyblade.jpg" height="286" width="400" /></a></div>
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On first tests, the wooden Keyblade only had black dots painted on, I had troubles in the tracking process so I also painted white dots and then everything worked fine.</div>
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I also wanted to shoot the entire process in 1 shot, Keyblade+head tracking and facial motion capture, both at the same time. Unfortunately my compositing skills aren't good enough to remove a heavy facial mocap rig from footage like this. I'd like to make some changes in the design of this helmet in the future.</div>
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<a href="http://3.bp.blogspot.com/-OcxCEkhaHGY/U8is4jttBBI/AAAAAAAAC7o/7R2dz5Fojms/s1600/UG_MO_Object_tracking.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-OcxCEkhaHGY/U8is4jttBBI/AAAAAAAAC7o/7R2dz5Fojms/s1600/UG_MO_Object_tracking.jpg" height="237" width="400" /></a></div>
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In the end I shot the facial mocap in a separate session. Here is the witness camera that also recorded the audio.</div>
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<a href="http://2.bp.blogspot.com/-ocT9KFvIVZM/U8is_5t01KI/AAAAAAAAC7w/EQdCSSOMSW0/s1600/UG_MO_Mocap_shooting.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-ocT9KFvIVZM/U8is_5t01KI/AAAAAAAAC7w/EQdCSSOMSW0/s1600/UG_MO_Mocap_shooting.jpg" height="225" width="400" /></a></div>
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The film was shot with my old Hacked GH1 and a 20mm F.1.7 lens. I did shot a 360° HDR image used for lighting and reflection in the render process, again with the GH1, Peleng 8mm lens and Nodal Ninja 3 pano head.</div>
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<a href="http://4.bp.blogspot.com/-ibikqAXBMj4/U8itGdYdQhI/AAAAAAAAC74/oaEPPNd1uNg/s1600/UG_MO_HDRI_Ball.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-ibikqAXBMj4/U8itGdYdQhI/AAAAAAAAC74/oaEPPNd1uNg/s1600/UG_MO_HDRI_Ball.jpg" height="320" width="320" /></a></div>
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Once all the footage was shot I could start the tracking process, nothing complicated here as everything was well planned in the shooting process.</div>
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<iframe allowfullscreen="" frameborder="0" height="225" src="//player.vimeo.com/video/100956404?byline=0&portrait=0&color=ffffff&loop=1" width="400"></iframe>
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<i>(More informations about the head mounted cameras helmet can be found on <a href="http://1k0.blogspot.fr/2014/03/work-in-progress-facial-mocap-ii.html" target="_blank">my blog</a>.)</i></div>
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The Moon head is based on the scan of my own face made for an early project, it was achieved with <a href="http://www.agisoft.ru/products/photoscan">Agisoft Photoscan</a>, same for the teeth for which I had help from my dentist. I painted the replica she created with a random pattern to get more details in the scan as I read in the <a href="http://www.cgfeedback.com/cgfeedback/showpost.php?p=37970&postcount=308" target="_blank">CG feedback forum</a><i>, </i>that method works really well, I never had that much detail in a small scale object like this before:</div>
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<a href="http://4.bp.blogspot.com/-tCOSSRhldOM/U8itRRyEVKI/AAAAAAAAC8A/jE95h7pVj2I/s1600/UG_MO_Dent_AP.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-tCOSSRhldOM/U8itRRyEVKI/AAAAAAAAC8A/jE95h7pVj2I/s1600/UG_MO_Dent_AP.jpg" height="261" width="400" /></a></div>
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A last word about this first shot, the hardest thing to manage was the chain at the end of the Keyblade. I spent days on the simulation process, I tried different world scale, settings etc. It always ended up exploding the chain at some point in the shot. I even thought of using a cloth simulation with a skinwrap modifier but it looked horrible.</div>
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The solution: I used hinge constraints between chain links, that explains why it looks weird when you focus on the chain animation.</div>
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2/ The fake world</h2>
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The following images show the shaded and wire view of the 2nd and 3rd shot of the short.</div>
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<a href="http://www.moonday.fr/wp-content/uploads/2014/07/UG_MO_Wire_01.jpg"><img alt="UG_MO_Wire_01" class="alignnone size-thumbnail wp-image-2438" src="http://www.moonday.fr/wp-content/uploads/2014/07/UG_MO_Wire_01-150x150.jpg" height="150" width="150" /></a> <a href="http://www.moonday.fr/wp-content/uploads/2014/07/UG_MO_Wire_02.jpg"><img alt="UG_MO_Wire_02" class="alignnone size-thumbnail wp-image-2439" src="http://www.moonday.fr/wp-content/uploads/2014/07/UG_MO_Wire_02-150x150.jpg" height="150" width="150" /></a> <a href="http://www.moonday.fr/wp-content/uploads/2014/07/UG_MO_Wire_03.jpg"><img alt="UG_MO_Wire_03" class="alignnone size-thumbnail wp-image-2440" src="http://www.moonday.fr/wp-content/uploads/2014/07/UG_MO_Wire_03-150x150.jpg" height="150" width="150" /></a> <a href="http://www.moonday.fr/wp-content/uploads/2014/07/UG_MO_Wire_04.jpg"><img alt="UG_MO_Wire_04" class="alignnone size-thumbnail wp-image-2441" src="http://www.moonday.fr/wp-content/uploads/2014/07/UG_MO_Wire_04-150x150.jpg" height="150" width="150" /></a></div>
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It was fun to create "every day" models again. Most of the elements are based on real objects populating my desk and room, the <a href="http://www.moonday.fr/wp-content/uploads/2012/05/Illustration_Revoltech_Rei.jpg">Revoltech Rei Ayanami</a> was useful.</div>
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<a href="http://4.bp.blogspot.com/-q5HswF6nc7w/U8ivWaTcWYI/AAAAAAAAC8M/19zhmj3Zw8g/s1600/UG_MO_Room_elements.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-q5HswF6nc7w/U8ivWaTcWYI/AAAAAAAAC8M/19zhmj3Zw8g/s1600/UG_MO_Room_elements.jpg" height="292" width="400" /></a></div>
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<i>(WIP of the CG props - For the crumpled paper ball , I invite you to follow that <a href="https://www.youtube.com/watch?v=Alk4v4P21Us" target="_blank">nice tutorial</a> from Matt Chandler)</i></div>
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However I noticed some interesting things when working on these 2 full CG shots with Mental Ray:</div>
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<li style="text-align: justify;"><b>Rendering procedural maps takes more time than rendering bitmaps</b>. For the table model, I used a cellular material for diffuse, glossy and bump slots. I thought it was totally normal to wait 20 minutes for my image to be rendered (Hey, we're on Mental ray ;)), then after a mistake I discovered it was not normal at all, so I baked the cellular maps to bitmaps and the render time dropped under 10 minutes/frame, which is still insane. It must be something pro peoples might know and I, noob, just discovered.</li>
<li style="text-align: justify;"><b>Using Render Elements takes a hell of a long time in Mental Ray.</b> No comments.</li>
<li style="text-align: justify;"><b>Motion blur Tips: </b>We all know rendering motion blur takes years, even with unified samples. Exporting a proper velocity pass to be used in post with plugins and without artefacts is impossible, of course <a href="http://www.spotmask.com/" target="_blank">Spotmask plugin</a> is here, but as explained earlier it takes a hell of a long time to render passes in MR. <b>My solution</b>: once I comped all my base elements together, I rendered them as an image sequence and projected it on the original geometry of my 3D scene using camera mapping, the material was auto illuminated, I deactivated all the lights and exposure controls then I turned on motion blur. I only used that method for the 3rd shot and it worked great, at 10 seconds/frames I got real 3D motion blur. That way if you feel there is a problem with the motion blur settings, you can adjust them, launch the render again and only wait a few seconds to get your motion blurred render. I used the same process for the Zdepth pass.</li>
<li style="text-align: justify;"><b>Use Quicksilver renderer.</b> It was the fastest way to render my Zdepth pass, only seconds to compute full HD images. I also used it to render the wire and shaded turntables of this making of. <i>(Quicksilver render has other interesting uses I'll talk about soon on my blog.)</i></li>
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A brief note on texturing: I changed my wokflow for a faster one. Until now, when I was working on a complex model with multiple parts, I had separate texture files for each part <i>(no wonder why it took so much time to create textures for my old projects). </i>For Terra's Armor and Keyblade I merged objects together, armor elements, suit elements etc. I extracted UV information, then detached the elements again. That way I get constant look from one part of the armour to another. I feel noob for using this method up to now, I thought it was used only for single mesh low poly objects for video games.</div>
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<a href="http://1.bp.blogspot.com/-ks7Mlk5Qgpw/U8ive7YBQII/AAAAAAAAC8U/JjClCsntXGg/s1600/UG_MO_Maps_Terra.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-ks7Mlk5Qgpw/U8ive7YBQII/AAAAAAAAC8U/JjClCsntXGg/s1600/UG_MO_Maps_Terra.jpg" height="400" width="398" /></a></div>
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The motion for each camera used a different method. In the 2nd shot it's a keyframed camera with noise controllers in position and rotation. In the 3rd shot I shot with my GH1 a piece of my room full of contrasted elements to get a realistic hand-held motion, I adjusted the camera angle here and there to match Terra's animation.</div>
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Terra model was created from <a href="http://en.wikipedia.org/wiki/Tetsuya_Nomura" target="_blank">Tetsuya Normura</a>'s artworks and <a href="http://en.wikipedia.org/wiki/Kingdom_Hearts_Birth_by_Sleep" target="_blank">Birth by sleep</a> references. I adjusted the body proportions to make it look more like a real human wearing a costume.</div>
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Same story for the 2 keyblades. (After some thought, <a href="http://www.khwiki.com/Ends_of_the_Earth" target="_blank">End of The Earth Keyblade</a> could be less thin.)</div>
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Terra's just a guest in this video but I had fun on some render pieces during the creation of the model:</div>
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<a href="http://1.bp.blogspot.com/-ULDnecgq2HE/U8ivzXPKjKI/AAAAAAAAC8k/2XRuB_2Ks0Q/s1600/UG_MO_Terra_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-ULDnecgq2HE/U8ivzXPKjKI/AAAAAAAAC8k/2XRuB_2Ks0Q/s1600/UG_MO_Terra_02.jpg" height="380" width="400" /></a></div>
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<a href="http://2.bp.blogspot.com/-UpnNY_kwyJM/U8iwFhLhlkI/AAAAAAAAC8s/bAHt2Zm3WJ4/s1600/FKB_Wallpaper_01_A.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-UpnNY_kwyJM/U8iwFhLhlkI/AAAAAAAAC8s/bAHt2Zm3WJ4/s1600/FKB_Wallpaper_01_A.jpg" height="170" width="400" /></a></div>
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All this Making Of videos and some more:</div>
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<pre style="text-align: center;">That project is not related with Square-Enix company.
It's a pure fictional and parody project.
All the CG elements seen in the film and in this making of have been created by myself.
- Nicolas Brunet / July 2014 -
<i>(proof reading: Nick Tregenza)</i></pre>
1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com2tag:blogger.com,1999:blog-8594156861451136903.post-89087317602541391212014-07-14T04:11:00.000-07:002014-07-14T04:55:51.304-07:00Unexpected giftsAprès un tournage éclair hier soir et une bonne nuit, j'écris enfin un petit billet sur la surprise que j'ai eu en rentrant du Japon. Mais d'abord, la vidéo! <i>(sous-titres disponibles)</i><br />
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After a video shot yesterday and a good sleep, I can finally write a little post about the surprise I had when I came back from my trip in Japan. But first, the video! <i>(subtitles available)</i><br />
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Ce n'est une surprise pour personne que j'adore le travail de Tetsuya Nomura donc je suis plus qu'heureux du contenu du paquet qui attendait devant ma porte. <br />
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I guess it's no surprise for anybody that is following me that I love Tetsuya Normura's art and I'm really happy with what I found in the package.<br />
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Voici quelques-un des autres présents qu'on peut apercevoir dans la vidéo.<br />
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Here are some of the other gifts we can briefly see in the video.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-X_h8PGeDRxQ/U8GT3PjazzI/AAAAAAAAC6w/ADU7pfTfTms/s1600/FKB_Sora.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-X_h8PGeDRxQ/U8GT3PjazzI/AAAAAAAAC6w/ADU7pfTfTms/s1600/FKB_Sora.jpg" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">One of my favourite Sora's costume from KH2</td></tr>
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<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-0ESJzT0fnJg/U8GT6DertOI/AAAAAAAAC68/IZ3cFYsSdDM/s1600/FKB_Jeux.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-0ESJzT0fnJg/U8GT6DertOI/AAAAAAAAC68/IZ3cFYsSdDM/s1600/FKB_Jeux.jpg" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The kinder chocolate was not included in the package ^^ </td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
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Il ne me reste plus qu'à penser à un fanfilm, avec l'aide de quelques amis Cosplayers pour utiliser dignement cette réplique ;) <br />
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Now I just need to think of a fan-film idea and ask the help of some cosplayer friends to use that replica properly ;)<br />
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<i>(Thanks to <a href="https://vimeo.com/haraldgoetz" target="_blank">Harald Goetz</a>, <a href="https://www.youtube.com/user/tomellingsen" target="_blank">Tomahawk Ellingsen</a> and <a href="http://www.jpegdesigns.co.za/" target="_blank">Jentina Naudé</a> for their help on the subtitles translation) </i>1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-71582762112310324732014-06-30T08:43:00.000-07:002014-06-30T09:10:03.368-07:00Modelling tips - Torn cloth<div style="text-align: center;">
For a recent job I had to create a cape animation with a torn look on the edges of the cloth piece.</div>
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As I'm a lazy guy I thought of a way to do it quickly with less effort.</div>
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It's not another opacity/cutout map render effect, it's a geometric effect.</div>
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Here is my workflow:</div>
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<i>(My premise that the cloth object is already modelled and unwrapped)</i><br />
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1/ Be sure to work on a poly editable geometry with quads because the end of the process will mess the topology, so better start with good basics.<br />
Add a <b>Turbosmooth</b> to your cloth piece to subdivide it with quads.<br />
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2/ Apply a <b>Volume select</b> modifier, choose stack selection by Vertex, Selection method set to "add" and select by "Surface" then "Texture Map". Load the map you lovely painted in your favourite paint software. Here white areas in the texture will select the vertices.<br />
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3/ If you need more definition in the volume selection, you can go back on the Turbosmooth modifier and increase the iterations until you get enough details without killing your computer.<br />
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4/ Add a <b>DeleteMesh</b> modifier on top of the Vol. Select.<br />
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5/ Convert your object to an <b>Editable poly</b> to get a clean object.<br />
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6/ Go on sub level selection "Element", select the main piece of the mesh then invert the selection to get all the flying parts of the mesh selected and delete them.<br />
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<a href="http://3.bp.blogspot.com/-jDcj2wSoBVs/U7GAjw5gNYI/AAAAAAAAC5w/76oVjo65e7Q/s1600/Tuto_TC_Etape_07.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-jDcj2wSoBVs/U7GAjw5gNYI/AAAAAAAAC5w/76oVjo65e7Q/s1600/Tuto_TC_Etape_07.jpg" height="197" width="320" /></a></div>
7/ Because we can't handle so much geometry (we're in 2014 only) add a <b>ProOptimizer</b> modifier, be sure to check "Protect Borders" and the 3 Material and Uvs options.<br />
Then click on <b>Calculate</b> and go make some tea.<br />
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<a href="http://3.bp.blogspot.com/-P4YmkqR7wb4/U7GBGrL6UxI/AAAAAAAAC54/D1DiuriBh-M/s1600/Tuto_TC_Etape_08.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-P4YmkqR7wb4/U7GBGrL6UxI/AAAAAAAAC54/D1DiuriBh-M/s1600/Tuto_TC_Etape_08.jpg" height="197" width="320" /></a></div>
8/ In my scene a value of 5% of vertex was correct to get less geometry with still enough details for the main shape.<br />
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9/ Convert the mesh to and Editable poly again and add a <b>Relax</b> modifier, play with the value to get the look you want but don't forget to un-chek "Keep boundary Points Fixed and "Save Outer Corners"<br />
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<a href="http://4.bp.blogspot.com/-x3srz7-ZPDc/U7GCfOEoNWI/AAAAAAAAC6M/9W0vG_NvIZc/s1600/Tuto_TC_Etape_10.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-x3srz7-ZPDc/U7GCfOEoNWI/AAAAAAAAC6M/9W0vG_NvIZc/s1600/Tuto_TC_Etape_10.jpg" height="197" width="320" /></a></div>
10/ That's it! For fun you can even add a <b>Shell</b> modifier with a <b>Turbosmooth</b> on top.<br />
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Last words:<br />
Actually the torn edges are flat, you can add another vol.select on top of the final mesh, with the same map you used for the vertex selection in step 2/, then add a mesh select, get the selection from stack, turn on soft selection, use a noise modifier on top... You get the idea ;)<br />
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<i>(You may skip steps 7 and 8 by using GoZ and make a Zremesher of the cape) </i><br />
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As soon as you'll add the relax modifier in step 9/ you're Uvs will be stretched so it might be a good idea to adjust the unwrapping with some Zbrush magic (UV master: lazy people solution).<br />
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In the end I used that workflow for an animated cape blowing in the wind and it worked great.<br />
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Here is the video of the process explained in that post:<br />
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<iframe allowfullscreen="" frameborder="0" height="504" mozallowfullscreen="" src="//player.vimeo.com/video/99545368?byline=0&portrait=0&color=c9ff23" webkitallowfullscreen="" width="700"></iframe> <br />
<a href="http://vimeo.com/99545368">Tutorial - Torn cloth in 3ds Max</a> from <a href="http://vimeo.com/n1k0">1k0</a> on <a href="https://vimeo.com/">Vimeo</a>.1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0tag:blogger.com,1999:blog-8594156861451136903.post-83283859206117908662014-06-11T13:21:00.000-07:002014-06-11T13:26:46.421-07:00Why is a Raven like a Writing Desk - Making of<div class="separator" style="clear: both; text-align: center;">
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<i>The artwork ‘<a href="http://www.moonday.fr/wp-content/uploads/2014/06/Pucraub_HD_03.jpg" target="_blank">Why is a Raven like a Writing Desk</a>’ was initially created for a 2010 for a CG contest made by the website 3DVF about the theme: "<a href="http://www.3dvf.com/forum/3dvf/CONCOURS-2010-Alice/ressemble-corbeau-nicolas-sujet_28_1.htm" target="_blank">Alice in your Wonderland</a>". The contest ran for several months. Therefore I worked on that project on my sparetime. </i><br />
<i>(PDF version of this article are available in <a href="http://www.moonday.fr/wp-content/uploads/2014/06/Making-Of-Alice-English.pdf" target="_blank">English</a> and <a href="http://www.moonday.fr/wp-content/uploads/2014/06/Making-Of-Alice-Fran%C3%A7ais.pdf" target="_blank">Français</a>) </i></div>
<iframe allowfullscreen="" frameborder="0" height="394" mozallowfullscreen="" src="//player.vimeo.com/video/13444942?byline=0&portrait=0&color=c9ff23" webkitallowfullscreen="" width="700"></iframe>
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1 - The idea:</h3>
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<a href="http://4.bp.blogspot.com/-oHJ6lzrN8Bk/U5ixcgb1l3I/AAAAAAAAC1g/iE2EuMYuzME/s1600/MO_Alice_Croquis_ensemble.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-oHJ6lzrN8Bk/U5ixcgb1l3I/AAAAAAAAC1g/iE2EuMYuzME/s1600/MO_Alice_Croquis_ensemble.jpg" height="226" width="400" /></a></div>
<span style="font-size: small;"><span style="font-weight: normal;">I immediately thought of using Alice and the Mad Hatter in a boat floating on the castle moat, the Tim Burton film scene where Alice jumps from one beheaded head to another one. This scene inspired me a lot. In the original scene Lewis Carroll and the real Alice are sailing in a boat, their reflections representing the Mad Hatter and Alice respectively. </span></span><br />
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<span style="font-size: small;"><span style="font-weight: normal;">Water also acts as a mirror in which the elements appears from the universe created by Lewis Carroll when he tells Alice his stories.</span></span><br />
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An interesting idea but due to visual constraint created from swirling of the water I was afraid that the reflection is not sufficiently visible and difficult to read (a default I unfortunately kept for the final illustration). The second idea was similar but this time we are fully in the Wonderland. Alice and the Mad Hatter are lying in a boat, along with the Cheshire Cat and sailing in the moat of the Queen of Heart castle among the decapitated heads.</div>
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<b>2 - Modelling:</b> </h3>
Once the scene was defined on paper I started to create characters starting with their bodies and clothing.<br />
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<a href="http://2.bp.blogspot.com/-E5oV3lpJwjA/U5ix0x4_OGI/AAAAAAAAC1o/ATn8QAeR01U/s1600/MO_Alice_Croquis_Persos.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-E5oV3lpJwjA/U5ix0x4_OGI/AAAAAAAAC1o/ATn8QAeR01U/s1600/MO_Alice_Croquis_Persos.jpg" height="278" width="400" /></a></div>
The process was the same for almost all elements of the scene, an editable poly modified with visual reference and for some models a jump in sculpting software to add details.
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<a href="http://4.bp.blogspot.com/-SaN26A4Nz0s/U5iyNxngXwI/AAAAAAAAC14/jQ0kgUgy3HM/s1600/MO_Alice_Model_chapelier.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-SaN26A4Nz0s/U5iyNxngXwI/AAAAAAAAC14/jQ0kgUgy3HM/s1600/MO_Alice_Model_chapelier.jpg" height="144" width="320" /></a></div>
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<a href="http://2.bp.blogspot.com/-YrdJ2EjBgb0/U5iyUffW9wI/AAAAAAAAC2A/EgYTIdHY73Y/s1600/MO_Alice_Model_Alice_Corps.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-YrdJ2EjBgb0/U5iyUffW9wI/AAAAAAAAC2A/EgYTIdHY73Y/s1600/MO_Alice_Model_Alice_Corps.jpg" height="320" width="218" /></a></div>
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<a href="http://1.bp.blogspot.com/-20m3jenRCUI/U5i0N5IXmTI/AAAAAAAAC2I/P24Ys1ExvVc/s1600/MO_Alice_Model_Chat.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-20m3jenRCUI/U5i0N5IXmTI/AAAAAAAAC2I/P24Ys1ExvVc/s1600/MO_Alice_Model_Chat.jpg" height="165" width="400" /></a></div>
Cloth simulations were used to give good shapes to the clothes, they were then refined in sculpt mode. In order to put the characters in place, I created a quick rig and skinned the bodies, the easiest character to work on (at that stage) was the cat, his body was modeled in final position and skinned along a spline.</div>
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Then came the time to model the heads of the characters, so I started by Alice using a realistic style that I quickly abandoned because it didn’t suit the mood of the project.<br />
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<a href="http://3.bp.blogspot.com/-blAgKgoH3hQ/U5i0ZoK-Z2I/AAAAAAAAC2Q/3h_0yJ__PE4/s1600/MO_Alice_Model_Alice.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-blAgKgoH3hQ/U5i0ZoK-Z2I/AAAAAAAAC2Q/3h_0yJ__PE4/s1600/MO_Alice_Model_Alice.jpg" height="315" width="320" /></a></div>
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<a href="http://1.bp.blogspot.com/-zr-KKzTIz_8/U5i0qcTDeNI/AAAAAAAAC2Y/M3b_piTC8CU/s1600/MO_Alice_Tetes.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-zr-KKzTIz_8/U5i0qcTDeNI/AAAAAAAAC2Y/M3b_piTC8CU/s1600/MO_Alice_Tetes.jpg" height="225" width="320" /></a></div>
After some sketching research I got the right look for the Mad Hatter and Alice. The first challenge of the project thus began : modelling cartoon-type heads, a first time for me, used to model objects of everyday life.<br />
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The decapitated heads are from the Mad Hatter model with a few variations.<br />
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<a href="http://3.bp.blogspot.com/-Vd3LvcyKfNA/U5i03e6OXZI/AAAAAAAAC2c/5hlAOBPAl80/s1600/MO_Alice_Model_tetes.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-Vd3LvcyKfNA/U5i03e6OXZI/AAAAAAAAC2c/5hlAOBPAl80/s1600/MO_Alice_Model_tetes.jpg" height="309" width="320" /></a></div>
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<b>3 - Setup and lighting :</b></h3>
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With the key elements created it was time to put it all together, I had to set the camera up and see if the paper version worked in 3D. The decapitated heads populated moat as particles.</div>
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<a href="http://1.bp.blogspot.com/-a_c7EbR0Rzk/U5i1BPzUZcI/AAAAAAAAC2k/_Xojl52FVMA/s1600/MO_Alice_Mise_en_place.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-a_c7EbR0Rzk/U5i1BPzUZcI/AAAAAAAAC2k/_Xojl52FVMA/s1600/MO_Alice_Mise_en_place.jpg" height="315" width="320" /></a></div>
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<a href="http://2.bp.blogspot.com/-jdTItC_zkdM/U5i1MdKOC2I/AAAAAAAAC2s/SJYyhbXqXc4/s1600/MO_Alice_Eclairage.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-jdTItC_zkdM/U5i1MdKOC2I/AAAAAAAAC2s/SJYyhbXqXc4/s1600/MO_Alice_Eclairage.jpg" height="127" width="320" /></a></div>
Visually A light filtering through branches got me interested so I started several tests to get some sort of light/shadows look. Cups containing candles that could add magic to the final render.</div>
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4 - Hair&Fur:</h3>
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<a href="http://3.bp.blogspot.com/-G-mkbHUgfZg/U5i1cwYzyqI/AAAAAAAAC20/A9YmW68Bt3g/s1600/MO_Alice_HF_Chat_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-G-mkbHUgfZg/U5i1cwYzyqI/AAAAAAAAC20/A9YmW68Bt3g/s1600/MO_Alice_HF_Chat_01.jpg" height="296" width="640" /></a></div>
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The second challenge of this illustration was definitely the hair and fur. So far I only did a few tests of hair on temporary projects. The great idea I had on this project was to start with the most difficult character: the Cheshire Cat.</div>
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Surprisingly it was easiest model to generate hair&fur on.</div>
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The head was separated from the body, different hair&fur modifiers were added to the model for separating the different parts to brush: Beard, mustache, nose/forehead, eyes, ears and back of the head. Each of these modifiers played with the multi-strand parameters, textures and noises bitmaps controlled the intensity and length of hair. The body is made with a single hair&fur modifier.</div>
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<a href="http://2.bp.blogspot.com/-d8AkcRGCYaI/U5i1qafKhuI/AAAAAAAAC28/W7BKpoGv0ns/s1600/MO_Alice_HF_Chat_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-d8AkcRGCYaI/U5i1qafKhuI/AAAAAAAAC28/W7BKpoGv0ns/s1600/MO_Alice_HF_Chat_02.jpg" height="640" width="638" /></a></div>
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At this time in the project I could no longer count on software crashes to render hair&fur, but I was able to establish a series of tests to understand better how the shaders and textures worked with the hair. Luckily it was not an animation.</div>
For Alice hair I initially made a modern haircut . Unfortunately a crash corrupted my scene and I had to start the styling from scratch, this time starting with Alice lying on a cushion which served as interactive geometry during brushing.
Then a few strands based on splines to cover the forehead to make them look a bit tamed.<br />
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<a href="http://3.bp.blogspot.com/-euTgFcW7FjE/U5i15X9JRyI/AAAAAAAAC3E/MojoBQ71Owo/s1600/MO_Alice_HF_Alice.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-euTgFcW7FjE/U5i15X9JRyI/AAAAAAAAC3E/MojoBQ71Owo/s1600/MO_Alice_HF_Alice.jpg" height="368" width="640" /></a></div>
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About Tahiti bo... The Mad hatter, I used the same method, separating main strands before the brush process.<br />
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<a href="http://1.bp.blogspot.com/-5P5SW3yUunc/U5i2EPXtc3I/AAAAAAAAC3M/uQ2S1-fzJ8A/s1600/MO_Alice_HF_Chapelier.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-5P5SW3yUunc/U5i2EPXtc3I/AAAAAAAAC3M/uQ2S1-fzJ8A/s1600/MO_Alice_HF_Chapelier.jpg" height="313" width="640" /></a></div>
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5 - Tests</h3>
The part I like the most today: the creation of textures and shaders. With the little knowledge I had at the time, the textures were summarily created. I was still trying to learn how shaders worked. After trial and errors for a few days I launched a plethora of tests to get realistic mugs, half transparent dress, a plastic side for the Mad Hatter clothes, an acceptable wood for boat etc...<br />
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<a href="http://3.bp.blogspot.com/-r9MbNAyXdpw/U5i2tSwcrCI/AAAAAAAAC3Q/gyqTwok6d_c/s1600/MO_Alice_Shader_Objets.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-r9MbNAyXdpw/U5i2tSwcrCI/AAAAAAAAC3Q/gyqTwok6d_c/s1600/MO_Alice_Shader_Objets.jpg" height="257" width="640" /></a></div>
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<a href="http://4.bp.blogspot.com/-pSxEmrQ3Evc/U5i204Y6CpI/AAAAAAAAC3Y/L6h033lRfD0/s1600/MO_Alice_Shader_Alice.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-pSxEmrQ3Evc/U5i204Y6CpI/AAAAAAAAC3Y/L6h033lRfD0/s1600/MO_Alice_Shader_Alice.jpg" height="398" width="640" /></a></div>
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<a href="http://1.bp.blogspot.com/-1haLwvVauvs/U5i2700teDI/AAAAAAAAC3g/Jjb_R1J081c/s1600/MO_Alice_Shader_Chapelier.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-1haLwvVauvs/U5i2700teDI/AAAAAAAAC3g/Jjb_R1J081c/s1600/MO_Alice_Shader_Chapelier.jpg" height="326" width="640" /></a></div>
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<a href="http://1.bp.blogspot.com/-F_uNCEZFtBs/U5i3A-AjIRI/AAAAAAAAC3o/q76WpIk7UL4/s1600/MO_Alice_Barque.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-F_uNCEZFtBs/U5i3A-AjIRI/AAAAAAAAC3o/q76WpIk7UL4/s1600/MO_Alice_Barque.jpg" height="474" width="640" /></a></div>
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And now we come to the last challenge of the project; the muddy waters of the moat. How to make a transparent surface that gradually becomes muddy while projecting rays of light filtering between objects.
I started with basic tests :<br />
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<a href="http://3.bp.blogspot.com/-4czlElqYUro/U5i3L8nnZOI/AAAAAAAAC3w/v_Jfb6T4JD0/s1600/MO_Alice_Shader_Eau_002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-4czlElqYUro/U5i3L8nnZOI/AAAAAAAAC3w/v_Jfb6T4JD0/s1600/MO_Alice_Shader_Eau_002.jpg" height="266" width="640" /></a></div>
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Finally I filled my bathtub with water and put some soil inside:<br />
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<a href="http://4.bp.blogspot.com/-8HmjPjQhLMU/U5i3Sr7U9JI/AAAAAAAAC34/6oeFHiUsPGE/s1600/MO_Alice_Shader_Eau_003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-8HmjPjQhLMU/U5i3Sr7U9JI/AAAAAAAAC34/6oeFHiUsPGE/s1600/MO_Alice_Shader_Eau_003.jpg" height="482" width="640" /></a></div>
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The complex part was the volumetric aspect of water mixing with refraction appearance and gradual dispersion. I Then discovered the volumetric shader from Mental Ray which created exactly this type of effect but it was not compatible with my type of lighting and rendering.<br />
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<a href="http://2.bp.blogspot.com/-7vvQ0H94iVo/U5i3a7iW-7I/AAAAAAAAC4A/QHrSrzrnVVY/s1600/MO_Alice_Shader_Eau_001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-7vvQ0H94iVo/U5i3a7iW-7I/AAAAAAAAC4A/QHrSrzrnVVY/s1600/MO_Alice_Shader_Eau_001.jpg" height="356" width="640" /></a></div>
In the end I rendered several passes composited together in post with the help of a Z depth pass.
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6 - Conclusion:</h3>
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Despite having rendering times that was quite substantial (Water has taken approximately 50 hours to render) the image has been composited and sent in time for the contest.</div>
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My biggest regret is not having done enough research in advance to help the legibility of the final image. However it seems that I became a master of hair&fur in the space of two months which is significant. This project was the initial nudge to create other projects that followed since 2010 (The Cheshire Cat has a portrait from 2012)</div>
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A big THANKS to <a href="http://www.andaloussy.com/" target="_blank">l'Andalou</a> who pushed me to participate the contest, even if the artwork has not finished on the podium it was nevertheless published in <a href="http://www.creativebloq.com/3d-world-magazine" target="_blank">3D World magazine</a> February 2011 issue, as well as in August-September 2010 CG Arena magazine, moreover it’s part of the <a href="http://www.cgarena.com/gallery/3d/details/scenes/aliceqbu092010.html" target="_blank">CG Arena gallery</a> and <a href="http://www.3dtotal.com/index_gallery_detailed2.php?id=6081&cat=fantasy#.U5eTwyhGR8E" target="_blank">3D Total gallery </a>since June 2014.</div>
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I hope soon to return to this type of artistically liberating project.</div>
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Thank you for reading this making of!</div>
1k0http://www.blogger.com/profile/01616466147359900508noreply@blogger.com0