Showing posts with label shaders. Show all posts
Showing posts with label shaders. Show all posts

Thursday, 4 July 2013

Seemless Texture Development

I have been working on the edges and corners of the environment. After speaking to supervisor Dr Jin Zhi, due to the fact that the edges are far away from the camera, one can opt for dealing with the jarring edges through simply texturing. I was going to be doing this synchronising anyway, but it really does work. No need for compositing elements and tracking it anymore!

Here is the latest:

Direct your eyes toward the righthand side of the frame where the edge of the platform meets the wall.

More on this elsewhere, and then I am wanting to perfect the light fog and feeling through lighting and render passes. I think it needs some spotlights, then I'll deal with depth and compositing a 'thick' feeling of fog/atmosphere.

Also, in the alleyway scenes, it was suggested to make some of the fog thicker. Jin says this should keep with the original concept and feeling of the piece where atmosphere and mystery is key. So, going to revitalise this soon. And, make sure these two scene sync up nicely...

Wednesday, 3 July 2013

Shader Development

I have been working on the textures, shaders (mental ray mia material x presets and values) and the UVs.

Here is a comp test:


The next step, after completion of this, is the lighting and render setup (using passes and layers to aid lighting in the comp to create the best depth and light fog effects) and the final camera positions and animations...

Different lighting idea: