Showing posts with label shoe. Show all posts
Showing posts with label shoe. Show all posts

Thursday, 29 November 2012

Shoe And Tell 5 - "Get Your Shoe Off of the Table!"


I have practically composited the shoe model, textured, into the required scene.

It didn't take too long at all, just say an hour, to composite (included copying files and all that usual stuff.) But, I hadn't really practiced in Nuke too much by that point, so it was a way to do something fairly basic compositing-wise and try out a few things I had seen done or read about and find those nodes to create the effect I desired, such as: GridWarp, ColorCorrection, LensDistortion, Grade, Blur, etc, etc.

Here is the written/rendered image:

I think that the shoe could particularly, an initially, do with some pixelation/compression to it to match the video, as well as some Image Based Lighting with a HDRI (although it was not provided).

I took a screen shot of the node graph to give you an idea of what the image consists of, and to review it.

Here it is:


I look to the future, and further along the masters project and program, where more complicated and comprehensive use of Nuke will be utilised by myself...

Some experiments might be sooner than you think...

Tuesday, 27 November 2012

A Pair of... Shoes. Shoe and Tell 4


These shoes are soon to be composited into a live action scene/onto a compressed image from a video of a room using Nuke... This should be good practice for the final project.

Friday, 9 November 2012

Shoe and Tell 3

I've dabbled with sculpting and texturing the shoe in Mudbox. I have put it together roughly in order to practice with setting up displacement maps with shaders in Maya. It can be quite tricky. 

It is far from perfect, but I should be fairly pleased that I have got a result at all.


So this has the sculpt in the shoe on the outside.

And, if you have a look at some of the textures, for example, the laces and seam on the side of the shoe, you can see that they need some time put into them. This is due to just testing everything out before I go into high details.

Here you can see some the issues with the displacement map in this ambient occlusion layer - especially at the toes...

The texturing process in Mudbox is quite efficient, especially that you can export them then open them into Photoshop if you wish to tweak them before going into Maya with it.


See, a comp' can make anything look better. Even a rough Photoshop one (yes, specifically by blurring poor textures!)...

Thursday, 1 November 2012

Shoe And Tell 2



Simple 3D modelling is practically done...

Extruding the lace through the holes and around each other was actually fairly easy and simple. I find polygon modelling a lot easier than NURBs. However, I have worked in polygons for a couple of years now.

It is also good to model this shoe, as it is simple. Being simple, by going into detail, you can make something that ultimately looks good.

This is a photograph...

Wednesday, 31 October 2012

Shoe And Tell


A couple more hours spent on it.

Glad to see some proper shape gathering.

Next: Some other details, fixing the lace holes, then the laces.

After that: digital sculpting and texturing.

Monday, 29 October 2012

Polygon Modelling Progress

After one afternoon I got the basic shape of the plimmy recreated:


I have just duplicated it for demonstration purposes, but there is some shape coming together so far. The laces should be interesting... as well as later Mudbox sculpting, lighting, rendering and compositing...