Monday 16 February 2015

Week 07_ Progress

Significant changes are required on all scenes after an update to our lectures. Those feedback requirements includes re-modelling and set up of terrains, as well as entire different camera animation. Most of these work are in-charge by our team member, Jeremiah. My roll in this project are more towards modelling, rigging, simulations and lighting. Hence, week 7 will be a easier week for me, as I will be waiting for scene  set ups to complete before I could begin the lighting for those new scene.

To be historical accurate the Japanese commander will have a hat from the rest of the soldiers. A new hat have to be modelled just for him. Base on a hat model previously done my group member, I edit in Zbrush to create a cleaner and usable mesh.


Importing the Japanese soldier in the scene to do some further shaping basing on the head figure.


Next, I import the hat model from Zbrush into Maya. Realizing that there are some polygonal intersecting issue. 


Its quite tricky to clear those messy interacted surfaces as some might be seen from other angles. Soft section are often used to hide those seams.


The tail cloth of the is a essential part of this hat. At first, I try to use nCloth simulation in Maya to create the nature looking hanging cloth. However, that didn't work very well in this situation. Instead, I have used the soft selection tool to pull individual vertices forming the plane polygon into a cloth like shape.


Here is what the final Japanese commander's hat looks like.


The Last man(as we name him) are the Japanese Punjabi soldier at the very end of Phase 01, positioned beside the Hero tree(The title tree) with some close up viewing of him. This character have  quite a drastic posing, and the primitive simple rigging couldn't handle that properly. Hence, we need to export the posed mesh, separately sculpt and fix posing errors in Zbrush.


Here is the before and after or the Last man character. The previous heavily distorted chest, shoulder and neck have been fixed accordingly.


I also undertakes most of the simulation work for the project. My first simulation task is to create the folded shirts laying around the Punjabi soldiers. This time I have made use of Maya nCloth to simulate and acquire the natural cloth folding. There are a few different type of simulated clothes, all of  which will later be positioned in respective location in the scene.


This is the flag simulation I have done for the moving Japanese flag in Phase 02. This file could be a template and be imported in the scenes when needed.


There are requirements to create a concave text for the title "The Battle of Bukit Chandu" in the hero tree trunk. I received the high poly tree bark model, after my group members have completed the sculpting for it. I then baked out the displacement map needed, and changing the tree bark in to a low poly version before I proceed to the title creation. 


In the beginning, I intend to create the concave title text using Boolean method in Maya. However, that did worked out as expected. After the Boolean process there are many unnecessary surface left around as shown on the image below. Furthermore, having seen the rigid look created by Boolean, we feel that this isn't what we want as well. 


With Mr Leong's advice, I will use displacement map to create the title text on the tree bark instead. I encounter some issue during the process of applying displacement map on the tree bark low poly model. The polygon seems to be broken on the model when displacement map are applied.

I manage to solve the problem and successfully applied displacement maps after some trial and error. This is render after the displacement details are added.
Here is render after the title text are added in through displacement map.
With some lighting.

Front view render.


This is what the title tree bark looks like in the final vid





Saturday 31 January 2015

Week 06_ Progress

This week was a really busy one. After 2 mostly holiday weeks, lots of works needs to be done. We were quite behind schedule at that point. The plan was to complete and finalized all characters as soon as possible. Next, I have to light and complete renders for the whole of phase_01, which include 3 separate shots, by end of this week.

I begin the work by start on the sculpting of the Punjabi. This was suppose to be done by one of our team member. Due to some issue with previous model attempts, I end up to create the final version of the Punjabi. This is what it looks like when my team member pass it to me.


Here is the Punjabi used for the soldier in the end. It when through multiple adjustment and retopologise process to finally create a acceptable and usable piece.


With the Punjabi ready, all parts of the Punjabi soldier model is in place. Rigging process could begin. Importing all pieces in Maya, and export as OBJ as a whole for uploading to Mixamo for basic rigging.


As usual, after the Mixamo rigging, further weight painting is required. Making sure the rig have no major skinning issues. The Punjabi soldier character is completed at this point.


Next, as mention in the previous blog, we have given the Japanese solider the wrong helmet. Hence, re-modelling of a historically accurate helmet is required. I have modelled the basic form of the helmet before importing it in Zbrush. Further positioning and shaping is needed in order to fit the soldier's head.


Since, all previous helmets needed to be replaced by the new one. I have to re-rig the character, in order to replace the previous Japanese soldier model reference. Once again, I assemble all parts in Maya, exporting as OBJ file.


Fixing weight painting issue is always the process I went through after the Mixamo auto-rig.


The new Japanese soldier character with the right helmet is completed.


At this point, all three soldier character is completed. I began to work on the lighting as the scenes are still setting up, testing and trying different lighting looks. There some basic information given by lectures. For instance, the silhouette rim light is a must for all character lighting. Also, the general lighting color should be warm colors such as red or orange tone.


The beginning trench shot (shot 01) is the very first lighting scene I have worked on. The lighting for this shot is quite simple as the camera are moving and facing the same general direction. 


That means the lighting only needs to come from one direction. One lighting direction against the camera facing would be enough to create the rim light required.



Shot 02 is the same continuous scene right after shot 01. Due to file size and hardware limitation, splitting the scene into multiple shots and rendering separately is necessary. 


Shot 02 is also much more complicated camera movement compare to shot 01, this lead to a more complex lighting processes. 


Light linking needs to be introduced in order to achieve the rim lighting requirement. Since, every soldier character is at different location spreading around the terrain. Light linking of various different terrain and surrounding objects is also crucial in the process.


Here are some test render I have at that point.


Different lighting needs to be added on different soldiers as the camera changes directions. Light needs to shine from opposite direction as the camera is facing in order to create the rim light.



The Malay regiment leading character, Adnan, is the connection between shot 02 and shot 03. Again, light linking is also important in this shot, as there are 3 different parts within the scene. 


First, there are the character Adnan, then follow by the bombs and planes. 




Lastly, there are the terrain with Japanese soldier disguising themselves using Punjabi, and camera leading to the hero tree. 




Tuesday 13 January 2015

Week 05_ Progress

Week 5 also happens to lay on public holidays, the New Year celebration. Same as last week, only 2 and half week of  working time. The main objective for the week is to complete the Japanese soldier model asset, and best to start on Punjabi soldier creation.

I did some further changers to the Japanese soldier's body to create a slimmer overall body shape, after realising he is still too fit and thick for a world war 2 Japanese soldier. Minor adjustments have been done on the facial feature as well. 


For the cloth creation, I start with the pants retopology using the same technic as past few weeks. With a existing downloaded model as a base, using Maya's retopology tool set to create meshes with clear and usable topology.


The creation of the Japanese solder's shirt when through the same process of retopologising, however the shirt is much more complex and complicated to retopo. Its easy to say after I have finish it, but the process is really tedious.


After both main part of the costume have been retopologised, its time to move on and proceed the rest of the model in Zbrush. The shirt does fit the Japanese soldier body when its first imported in Zbrush, quite some shaping on the shirt is required in order to achieve that. Of course, other details are added as well with a higher subdivision.


Next step is to import in the belt, which is the same exact model as the Malay soldier. However, during the shaping process I did change certain minor feature of the belt along the way. 


The Japanese soldier model only reveals it pants, legs will not be seen, hence it's not necessary to keep them. I imported in the pants model and did some further shaping to match and be proportionate to it's upper body. It's easier for me to work on the pants by hiding the Japanese soldier's for a moment.


With all parts of the clothes done for the Japanese soldier, I bring back its body, add in and shape the helmet accordingly. However, later I realised this helmet  isn't historically accurate for Japanese troops. Thus, for the moment, it is just a place holder helmet from the Malay soldier.


When through the same process as before, exporting all individual pieces from Zbrush as OBJs and import back in Maya for assemble. Cleaning up and deleting of hidden and unnecessary polygons is done to ensure a small file size. Then, it was been exported again as a whole to .obj file and uploaded to Mixamo to help me on the rigging process.


After its done rigging in Mixamo, I import the .fbx file in Maya. As expected further weight painting is needed. Making sure there isn't any obvious issue with the rig and skinning.


At this stage, the Japanese soldier and its rig is completed. However, the helmet needs to be changed next week.


Get stated on the Punjabi Japanese soldier is a lot simpler, as I could quickly get the body shape and cloth asset using the Japanese solider as a base.



By changing some feature for the body, re-shaping of the pants and belt to fit the new body, the base model for the Punjabi is done. The only lacking model asset is the punjabi itself, which supposedly would be provide by my team members. The Punjabi soldier will be fully completed next week.