Animation Relaxation
[Animation At Ulster University Second Year Blog]
By Matthew Kane
Portfolio: https://www.artstation.com/matthewkane
Showreel: https://vimeo.com/matthewkane


Photogemoetry on the Monday with Gerard add in link to test and outcome screenshots
Week 10 Mandy – 26 November 2018
Photogrammetry– VFX
New Industry
Scans a 3D object with depth using a massive series of photos form different angles to create a 3D model by stitching them all together
Some time use displacement/photo reels don’t need scripting.
Uses specialised Software and can be done using the Xbox Kinect to people objects or things.
Algorithm takes all volume of images and compiles them to spit out a 3D mesh.
Face scans for games Metal Gear Solid V The Phantom Pain used motion capture and photogrammetry scans to create character and also star citizen.
Star Citizen: Mark Hamill, Liam Cunningham and Gary Oldman 3d scans and motion capture.
Software:
Photosam https://www.photo-sam.com/
3 D Flow: https://www.3dflow.net/
Capturing reality: https://www.capturingreality.com/
Autodesk Relap: https://www.autodesk.co.uk/products/recap/overview
Agisoft Photoscan: http://www.agisoft.com/
Zepher 3 D Flow: https://www.3dflow.net/3df-zephyr-pro-3d-models-from-photos/
Quixel: https://youtu.be/2UMjzjgcvbU
Reality capture is industry standard :
Limit the camera one object and keep it fixed in the frame. Don’t have other things in the background as it will try to create them as well to get an accurate outcome calculated rotate three times around the object to get the best outcome.
On-line resources – every type of scan Quinxel, Jungle Book used it
Use SketchFab to upload 3d models for portfolio and feedback.
For my Personal project i might try using an aspect of photogrammetry or incorporating it in in some way to save time modelling and just retopologize the mesh output.
When done poly reduce in Z brush or use Maya as it is better.
Try and test it on your phone with free software.
Use a Z brush plugin to reduce polys but keeping Uv's the same.
Use Adobe Fuze to add animations :
Albedo for Games means the colour of something.
Opacity/transparency
Mesh to scatter grass freeze transforms but don’t delete history. Add edge loops for bends to manipulate using soft mod/manipulator more tool.
Use multiple variants to cover object from each angle.
FX mash instances:
Look at mash for populating a scene with assets by scattering and randomising them.
Change to mesh from instancer causes it to crash.
Unreal post production takes tone map and blurs it.
Filmic lighting and moods. Pre vis output Arnold takes to long take into Unreal engine for real time rendering and use marmoset as it is quicker and more productive.
Do not applying shades all the time.
Learn Nuke For Compositing
My Tests:
https://sketchfab.com/models/490f42273ce643fd9dbf407b6b5d74da
Creating the Metal Gear Solid Survive Crystal formations:
https://sketchfab.com/models/f2a93b874ee44326ab5670ff14a8e781
Scan of myself:
https://sketchfab.com/models/0d7eec6df17c4585b79345ca04cac123
I need better lighting anf more images with less objects in the backround and the space to complete a several full rotations to get a proper detailed scan this was jsut a tet uisng my phone and SCANN 3D.
Motion Blur test trying to replicating distortion in games :
Group work:
Matthew composed scene with everyone's assets
Attempted to texture
Group meeting about scene organisation and naming convention and talk to Andrew about lack of work and poor standard of models he has produced , and tech him why they are bad.
Tell people to use G button to repeat action to save time
Do stands use Andrew's early blocked out model to develop scene to my final outcome design
extrude select edge control f11 extrude and separate
For Compositing a scene use Nuke which i plan to look into when i have time. https://www.foundry.com/products/nuke
Baked textures don't over do it bring it back delete lower poly deselect side delete centre edges and invert.
Get Gerard to help with comping scene if i want to try nuke if i have time and get help for Katie for for if we need her to do a matte painting for looking out of the glass windows like a sky or another adjoining building.
Finish Modelling stuff and Uv assets.
Use ai stand in with new chairs model to be done
Get all the stuff into the scene and get lighting to work and start adding textures and ensure files are set to ai surface shader so it can be rendered in Maya.
Look into bi frost simulations and alternative ways to create water create camera for the scene also I have to add in character for scale and also animate him and then render and test waves, foam and splash simulation when created.
Redo Andrew's work.
Researching the Splash and animating water:
Building Scene:
I added in the metal supports redid Andrews stands as there was holes and created the spectating area and then added in Katies assets into the scene.
Creating the Chairs and Uv'ing them then using AI stand in:
The chairs where supposed to turn out like this without the line i just need to move the texture or UV's around to get rid of this. They had some geometry but when i moved them to other macs for rendering they would lose this and would only maintain a plain colour:
Scene with chairs in it:
The first image is of my seats at the back slowly replacing Andrews bad chairs at the front.
Scene Comping adding assets to the scene and tiding everything up:
File :
https://drive.google.com/file/d/1JcMrcuVSXmQMqaA6w6eAQgsxgC3YC_eE/view?usp=sharing
I organised and kept the scene tidy like this until people kept mixing stuff up and wreck my organisation and also overwrite and renamed the files so the name conventions kept changing which was a pain when looking ofor something in the outliner.
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