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Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Wednesday, 29 September 2010

Light volumes - animated character

Similar to my previous post but with an animated character this time round.

Animated Character
I went about texturing this model a little differently to usual so I thought I'd mention it. I'd normally lay out the UV's, pick a few nice base textures and start painting away in photoshop. I thought I'd try something different this time round, it's a technique I've seen used in lots of places and I was keen to try it. Instead of manually painting in all the rusted / chipped areas (which is actually a lot of fun) you use a bunch of masks and procedural noise to blend between different surface types. The image below shows a rust mask built from ambient occlusion, cavity, 3d noise and a scratchy bitmap. The ao and cavity maps provide rusted areas in the grooves and worn edges while the noise and scratch maps provide general wear and tear.


Below is the resulting texture map, rendered straight from the material editor. It could definitely use a pass in photoshop to add some more specific detail but it's fine for the time being. Rendering out spec and bump maps was also very easy.


With the textures done I animated a walk and idle cycle and exported the character into the engine. I've spent a lot of time on the mesh and animation exporter so thankfully the process isn't painful.

Video
Okay, onto the actual video which came together pretty quickly. I already had a very basic animation system in place but it doesn't support blending so the animations do pop a bit. I also had to manually control the camera so the camera work isn't as smooth as the other videos. Environment wise I'm still using the same volume textures but I have boosted their contribution to the light buffer.

That's all folks, don't forget to switch it over to HD, hope you enjoy and thanks for reading :)

Friday, 23 April 2010

Simplifying the UV process and more area lights

Thought I'd post some more test images. I built this little guy a few years back for a short animated film project and he's been gathering dust ever since. I've recently been experimenting with an automatic UV unwrap tool so I thought I'd try it out on him. Max's built in auto unwrap is okay for geometry with hard angles but it tends to create a lot of separate UV charts when presented with curved surfaces. This UV tool does the whole thing remarkably well with one button click which is brilliant. These shots are all straight from the lighting tool.

Scene Stats:
5 / 6 objects each using a 512 x 512 lightmap
1280 FG samples
Render time: ~17 seconds

Environment light only

Environment light + cylindrical area light

1 cylindrical area light + 2 rectangular area lights

And some stills from the original animation just for the hell of it :)