Bryan Ray, Visual Effects Artist

March 20, 2012

Ground maps and floorplans

Filed under: Uncategorized — Bryan @ 9:26 pm

Some more imagery for my ongoing Traveller campaign. This is an outpost left behind by the Ancients, who disappeared from the galaxy over 300,000 years ago. Parked outside is a small freighter converted into a troop carrier/gunship. On the crest of the ridge is the remains of a gun emplacement that was salvaged long ago. On the northern side of the ridge is a mysterious bowl-shaped cavity that opens from a tunnel in the mountain.

October 16, 2011

Traveller Deckplans

This article will serve as a repository for deckplans I create for my ongoing Traveller RPG campaign. I have no idea how many plans I’ll wind up making, but here’s the first, a 200-ton merchant vessel:

 

I was in a terrible rush to get it completed, which is why it’s so spare. Still, it’s got a nice old-school look to it, and I do have a version with a grid. I suppose I should have put a scale on there, but this will have to suffice: She’s about 90 meters from stem to stern and about 30 meters in width at her widest point. She’s a bit more than 6 meters in height.

She has two hardpoints on the “shoulders” behind the bridge, even with the upper deck, but there are no weapons installed. The heavy lines separating the galley/bridge section, the cargo hold, and the engineering section are bulkheads. The Air/Raft is a small, open-canopied, flying car with a gravitic drive. It can be used as local transportation while planetside, or it can be flown in space if the occupants wear vacuum suits. The air/raft is capable of achieving orbit under its own power, and its range is virtually unlimited.

The second in this series of deckplans is the ubiquitous Class S Scout ship. There are dozens of variations on this deckplan out there. I took what I liked from all the ones I could find, and I made modifications to suit my own purposes. As I have not concerned myself at all with the Traveller canon, I have no idea how close this is to an accepted configuration. It will do for my game, though.

Now, for the details. The scale is 1.5 meters per square, making this craft 32 meters in length and 25.5 in width at the wingtips. It uses 6 meter long, articulated landing gear with adjustable-width pads that permit it to land on a variety of surfaces ranging from very rough, rocky terrain to soft sand, and it can settle on an incline of up to 25 degrees and remain level. In addition, this permits it to deploy its air/raft from underneath, and also to accept tall cargo loaders (although the cargo itself must be less than three meters tall in order to fit in the hold). The air/raft (not pictured here) is similar to the craft described above, except that the Scout Service raft has a pressurized cabin, so the occupants do not necessarily need vacuum suits (although standard procedure mandates them, anyway).

The ship can be operated by a single pilot, but a full crew consists of pilot, navigator, gunner and engineer. In a pinch, the staterooms can also be converted to double-occupancy in order to accommodate four more crew or passengers, although doing so obviously reduces life support from sixty to thirty days.

The Imperial Interstellar Scout Service can provide several supplementary pods that fit in the cargo hold and modify the capabilities of the ship. Each of these pods occupies the entire cargo hold, and some of them replace the elevator door and extend below the hull of the ship, reducing the ship’s streamlining. A supplementary supply pod can double the ship’s life support capacity. A weapons pod turns the cargo hold into a weapon bay, typically carrying a missile rack. A sensor pod can transform the ship into a powerful electronic warfare tool, allowing it to serve as an Electronic Warning And Control (EWACS) vessel or to jam enemy sensors. A boarding pod consists of a magnetic grapnel and an assault airlock, as well as an additional locker full of marines’ weapons.

September 8, 2011

Hoffer’s Wake

This is the Hoffer’s Wake star system from the PC Game Independence War 2: Edge of Chaos. It’s in a style similar to the in game navigation system.

I’m working up the map for a tabletop roleplaying game I’m going to be running, so I intend to release an additional map modified for that purpose. Namely, I want to adjust some distances so that the notion of putting space stations around Griffon is plausible. The current numbers dictate that the planet has an orbital period of a little more than half a day and a surface temperature of over 1300 degrees Celsius.

I will probably also make maps detailing each planet and asteroid, and possibly a few deckplans and surface maps of noteworthy locations.

Adobe Illustrator. The font is Calibri. Independence War is property of Atari Games.

And here’s the modified version:

Hoffer's Wake Modified

And the environs around Griffon, the closest planet to the Alpha star:

Griffon

 

Touchdown is the second planet in the system:

Touchdown and environs

 

Alexander and environs:

Alexander

 

The Badlands Cluster of the Spinward Marches:

Badlands Cluster, Spinward Marches

The Coyote System:

Coyote System

Iroquois:

Iroquois

Fans of the video game may have noticed that as I go along, things are getting increasingly inaccurate. Part of that is because it’s easier to fit all the planets on if I move them around a bit. In addition, the Traveller game is generating some data that doesn’t necessarily fit neatly into the existing Edge of Chaos world. So apologies to the EoC crowd—my first priority here is my roleplaying game. Some day in the distant future, perhaps I will update these to better reflect the universe as reflected in the video game. But don’t hold your breath!

Ottawa:

Ottawa

July 25, 2011

Oops! Missing posts

Filed under: Uncategorized — Bryan @ 3:28 pm

I cleaned out my Facebook profile recently, and it seems that I had linked a lot of my blog posts to Facebook videos. Since those videos no longer exist, I am deleting the associated blog posts. The ones that I feel a little less embarrassed about showing will go onto my Vimeo account eventually, and I’ll make new posts about them then. Or maybe just one big post with all of them.

In the meantime, if you really miss something, let me know, and I’ll see what I can do about restoring access to anything that happens to have been popular. How’s that for optimism? At a guess, I’d say that you shouldn’t hold your breath that old material will reappear.

Job titles in VFX and CG: 3d Artists

Stereo “3d” movies have made terminology a bit confusing recently. When I refer to 3d, I mean the virtual 3-dimensional Cartesian system that exists inside the computer. 3d artists create objects that exist in that space and can be looked at from any angle (within the software, of course). When I use the term stereo,  I am referring to what viewers often call a “3d movie.” It gives the illusion of three dimensions by tricking the viewer’s eye into believing that objects on the screen are at different depths. That’s not really 3d, though, since no matter where you stand in the theater, you’re going to see the same image.  That is, you can’t get a different perspective, even though it feels like you should be able to. So, vocabulary lesson aside, I give you:

  • Modeler: Modelers create the 3d shapes that eventually become CG objects. Modelers are sort of virtual sculptors who can turn a few curvy lines into a spaceship or a simple cube into Shrek’s head. Entry-level modelers will make simple background props: the pitchforks the angry mob is carrying, or a pot-bellied stove in the corner of the witch’s house. Modelers often specialize into various kinds of geometry: hard-surface modelers create mechanical objects—tools or ships or cars, organic modelers make creatures and characters, and environment modelers make places—architecture and trees and mountains. Model making for games and for films are similar skills, but they require significantly different approaches. Game modelers must be concerned with optimization: the most detail and performance from the fewest number of faces. Film modeling requires far more detail to be built into the model; since it does not need to render in real-time, the quantity of data is less of a problem.
  • Texture Artist: The modeler creates the shape of an object, but the texture artist gives it color and other similar properties. Texture artists frequently work in 2d paint programs like Photoshop, but they must be well-versed in 3d concepts and tools. Texturing can also add another layer of shaped detail to a model through the use of bump and displacement maps.
  • Lighter: Just like in the real world, to see an object, it must reflect some sort of light source. Lighters place virtual lights into the 3d environment and adjust their properties, as well as the properties of the objects, in order to create scenes that look the way they are supposed to. For a scene that is meant to integrate with a live-action plate, that means closely matching the light that was present when the footage was shot. Lighters may also be involved in creating and configuring shaders: the algorithms that describe how light interacts with a particular kind of surface.
  • Matchmover: If a live-action plate has camera movement in it, then the motion of the virtual camera that “shoots” the CG objects to be inserted needs to match that movement. The matchmover analyzes the scene and creates a camera in the 3d software that is identical to the physical camera that actually shot the plate. Similarly, if a CG object needs to match the motion of a real object in the scene (say, the sword needs to be engulfed in CG fire), then the matchmover will create a version of the real object in the 3d software. Matchmoving is a far more technical than artistic task.
  • Layout artist: Once the matchmove has been done and the scene has been modeled, a layout artist will build a virtual set. The matchmoved camera is placed inside the scene, and the appropriate CG objects are imported and put into their places.
  • Animator: The actual performance of characters and behavior of CG objects is created by the animator. Animators use controls set up by the rigger (see below) to move the character much like a virtual puppet, but with the possibility of far finer control. The animator gives the character body language, causes it to walk, and lip syncs its face to a voice actor’s performance.
  • Rigger/Character Set-Up Artist: The animator’s controls are created by a rigger. Rigging is a very technical job that frequently involves some programming. It is still a bit more artistic a task than matchmoving, though, as the rigger must often create facial expressions for a character and determine things like how far a bicep bulges when the arm flexes. Rigging and animation both require a strong understanding of anatomy.
  • FX Artist: Visual effects shots often require things like laser blasts, smoke, explosions, animated water and other such effects. The FX animator creates these things and ensures that they interact properly with other objects and characters in the scene.

There are surely a number of other jobs associated with 3d in various facilities. These are merely the ones I am familiar with. Of course, the same is true of all of the other categories I’ve been describing with these posts.

July 22, 2011

Job titles in VFX and CG: 2d Effects Artists

When you’re dealing with CG, there are two “art environments,” so to speak. There is the 3d world in which objects are modeled and animated, and there is the 2d world of the screen. Things are getting a little blurry in that regard, what with stereoscopy becoming more prevalent and 3d functions becoming available in the compositing software, but it’s still a somewhat useful division with regards to categorizing artists.

  • Compositor: The goal with most visual effects is to make it look as though the computer-generated images were physically present when the scene was being shot. The intention is for us to believe that Obi-Wan and Anakin are really fighting each other on the shores of a lake of lava. The reality is that the actors were on a bluescreen stage, and their lightsabers were just colored sticks. The compositor receives the various pieces of the shot (green/bluescreen footage, matte paintings, rendered 3d elements, and more), and combines them into a single image that appears as though all of those things were actually in the same place to be photographed.
  • Rotoscoper/Roto Artist: Every element in an image that gets manipulated separately needs to be isolated from the rest of the image. The roto artist creates moving mattes that cut out a given object or character so that it can be treated as a discrete object. There is no end to the reasons this is necessary, but a quick example is: Starbuck walks in front of a Cylon Centurion. The Centurion is a CG character that, under normal circumstances, can only be placed on top of the video footage. In order to make it appear as though it’s behind Starbuck, it needs to be occluded by her body. So the rotoscoper would make a matte around Starbuck and use it to hide the Cylon as she walks in front of it. The matte is just a white shape on a black background that silhouettes the actress. Roto is a very common entry-level position that can lead to a career as a compositor.
  • Paint artist: Any time an object needs to be removed from a shot or a background needs to be reconstructed for some reason, a paint artist is given the task of getting it done. The most obvious application of this skill when an actor in an action movie is held up by wires. Someone must remove the wires and other harness from the shot, and that’s the job of the paint artist. Paint is another common entry-level job.
  • Dustbuster: Some paint artists are given the task of removing artifacts of the filming and scanning process from the frame. If there was a drop of water on the lens (like one of the shots from my current demo reel) or dust on the film scanner or a hair in the camera gate, someone has to paint those blemishes out. Again, dustbusting is a good place to get a start in the industry.
  • Matte painter: Usually any time you see a breathtaking view in a movie, what you’re actually looking at is a painting. Matte painters create backgrounds and set extensions so that a scene shot in a backlot can look like it was shot at an expensive location. Or on the moon, or in Middle Earth, or on Coruscant.
  • Digital Intermediary/Colorist/Finisher: Strictly speaking, the DI is in a completely separate part of the production chain, but the skills have a lot of overlap with the compositor, so I’m putting it here. A colorist’s job is to control the ultimate look of the product. During the editing process, the colorist may color correct individual shots so that all of the cuts look the same, but a lot of the time the editor does that. Once the edit is done, the digital intermediary creates master color corrections for the entire piece, and sometimes additional color treatments for individual scenes, in order to create a style. For instance, the slight greenish tinge of the Matrix or that golden, yellowed paper feeling of the Indiana Jones films are effects created by the colorist. In addition, the DI conforms the product to whatever color space and format is appropriate for creating a master print.
  • Depth Artist: A new entry-level position, the depth artist creates 2d images that describe how far a given pixel is from the camera for the purposes of stereoscopy (“3d movies” in the vernacular). The depth map looks like a gray-scale image where the brightest points are closest to the viewer and the darkest points are furthest away. This is a critical component of converting 2d movies into stereo movies. Even movies that were originally shot in 3d, though, will often need some additional work to perfect them.
  • Stereographer: A stereo movie requires an artist who understands the specific issues that arise at all points in the production chain. The stereographer will be on set to make decisions such as how far apart the camera lenses should be and at what point the images should converge. They will also be involved in post-production, supervising stereo compositors and editors to achieve a pleasing 3d result.
  • Stereo Compositor: 3d movies require some specialized skills that are not necessary for traditional films. The stereo compositor does the same things as a normal compositor, with the addition of controlling the 3d experience of the viewer.

These processes are not limited to film and integration with live-action material. Compositors often work alongside motion graphics artists for CG commercials or help to make game cinematics. Matte painters might even be involved in creating backgrounds for game levels.

In addition, there is a degree of stratification in these jobs. That is, there are several levels of compositors: Junior Compositor, Compositor, Lead Compositor, Compositing Supervisor, 2d Supervisor. The same holds true in most film production jobs.

July 21, 2011

Zoic Intern Project Modeling

*I know at least a few of my readers aren’t familiar with the tech-speak, so there’s a glossary at the end of this post.

Part of the internship program at Zoic Studios involves a project created by the interns. Our piece is a Doritos commercial featuring a werewolf. It’s a bit ambitious, but I think we can manage to at least get it looking passable. Anyway, I’ve created a low-resolution facial mesh to match our actress, which should be good enough for tracking her face. I plan to make a blendshape to morph to the wolf, but it’s going to require quite a bit of sculpting to make it look good. I still need to run an experiment, but I think I can set up a shading network to do a soft-edged wipe between two displacement maps in order to transition between the detailed versions of woman and wolf. If it works, I’ll definitely post a walkthrough of the process. For now, here’s my preliminary mesh:

Topology for the facial replacement mesh

I’m a little unsatisfied with the topology at this point; there are too many poles for comfort. I might retopologize it in Topogun after I’ve done my sculpt.

 

Here’s that glossary. The terms are listed in the order I used them in the article:

Resolution: The number of vertices (that’s the plural form of vertex) in comparison to the total area of the object. In the picture above, a vertex is any place where the lines cross one another. The higher the resolution, the more detailed the model can be, but the more difficult it is to work with. A low resolution mesh like this would be fine for a video game, but it won’t work for integration with live footage.

Mesh: The matrix of lines that create a CG model. Often roughly synonymous with the words “model” and “geometry.”

Tracking: The process of matching the movement of CG objects to live action footage. Also called matchmoving. In this case, we’re going to be tracking the movement of Meg’s face so that the morphing wolf’s face will “stick” properly to her head. Creating an accurate model of her face first will help the software to create more accurate results, although I’m sure I’ll wind up tweaking it by hand quite a bit.

Blendshape: You take a mesh, and you make a copy of it. Then you distort the copy into a new shape (the face smiling, for instance). You can then create a relationship between the original and the copy so that you can simply move a control to cause the original to morph into the same shape as the copy. This technique is typically used to animate CG characters’ faces, but here we’re going to use it to actually transform woman into wolf.

Sculpting: In the real world, you can sculpt using clay. In CG, you can use software that emulates clay to add details to a model.

Shading network: An abstracted visual representation of the math the computer is using to emulate how light interacts with a surface. A shader tells the computer whether the surface is glossy or matte or fuzzy or reflective. A shading network is several shaders hooked together that work together to completely describe the material.

Wipe: A moving transition. Remember those dorky-looking transitions from Star Wars? That’s a wipe. If the edge of the transition is sort of blurry, that’s soft-edged.

Map: A 2d image that is applied to a 3d surface to modify the way it looks.

Displacement map: A tool for adding detail to a model without having to increase its resolution or actually move any of its vertices. Since maps are 2d images, there are ways of manipulating them that won’t work for 3d objects.

Topology: The layout of the lines on a mesh. Good topology uses mostly four-sided faces, and the lines flow smoothly around the object. Bad topology will make a model very difficult to animate.

Pole: A vertex with fewer or more than four edges connected to it. If you look just to the right of the eye on the above image, you can see two poles right next to each other. Notice how they appear to disrupt the flow of the lines.

Retopologize: To modify a model so that the topology is different, and hopefully better.

Topogun: Software that is designed to help the artist retopologize a model without losing its details.

June 30, 2011

Job titles in VFX and CG: Illustrators

Filed under: tutorials,Uncategorized — Tags: , , , , , , , — Bryan @ 10:25 pm

A friend of mine recently asked for some guidance on getting into CG, and I wrote up everything I currently know on job titles and career paths. It seems like a waste to leave it in a private message to him, so I’m putting it up here in the hopes that others will come along and expand on and/or correct what I know, and maybe it can be a resource to other people thinking about getting into CG. So without further ado:

Illustrators and related jobs

  • Concept Artist:  Props, characters, and environments must all be visualized by someone before they can be created, whether by CG artists or costumers and set builders. The concept artist creates drawings, paintings and other artwork intended to guide other personnel in the design of all of these things.
  • Graphic Designers: Beyond the creation of movie posters and box art, graphic designers can be involved at many different levels of a production. In-universe corporations need logos, signs on walls need to be designed, and military officers need patches on their uniforms. In some instances, graphic designers may even be called upon to layout shots in the film. Such was the case in Tron: Legacy.
  • Motion Graphics designers: Closely related to graphic design is motion graphics. As the words imply, a motion graphics artist is very similar to a graphic designer. While most graphic designers are well trained in print production, though, a motion graphics artist is more comfortable with video displays. Title sequences, in-universe computer screens, text overlays, and informational graphics are all likely to be created by a motion graphics artist. Motion graphics also sees a tremendous amount of use in advertising in almost every medium except for print. And even that is starting to change as engineers develop paper-thin flexible video screens.
  • Storyboard artists: Storyboards are closely related to concept art. Both are used as visual resources by production to guide how the finished product should look. The storyboard artist, though, works to translate the script to visual form so that the production crew has a better idea of how things should be shot. Storyboards range in quality from quick stick figures drawn by the director on a napkin to full-color polished illustrations presented to a commercial client during a pitch. Where concept art is intended to help design characters and locations, storyboards are more about cameras, movement and composition.
  • Interface Designer/User Experience (UX) Designer: Games and DVDs, unlike (most) films are interactive. Someone must decide what kind of experience the user is intended to have and what methods they may use to interact with the product. The interface designer will make decisions about how menus should look and function, what pointers should look like, and whether the user is permitted to navigate the product in a non-linear fashion or is forced to see things in a predetermined order.
  • Matte Painter: A matte painter straddles the line between illustration and compositing. They are responsible for creating backgrounds and set extensions. A film set may consist only of one wall and part of a street constructed on a sound stage. The matte painter then creates a digital painting to fill in other walls, the rest of the street, buildings in the background, or whatever else needs to be seen in the scene but not interacted with. A matte painting might be as simple as the side of a building seen out a window or as complex as a chain of volcanic mountains that the heroes are about to travel into.
  • 2d Animator: There isn’t much call for traditional animation at the moment, but there are still opportunities. I honestly don’t know much about the process of 2d animation, and anything I say about it will be woefully incomplete. So let’s just say that there are 2d animators, and probably a variety of different jobs that go into doing their work. I do know that a lot of 2d animation is now done with Flash and similar software rather than hand drawing.

For all of these jobs, a strong knowledge of Photoshop, Illustrator and After Effects is recommended. Flash is also a good idea, particularly for game or web development. InDesign is also likely to be very useful. In addition, many illustration jobs become easier with some degree of 3d knowledge (Maya, Cinema4d, etc). And, of course, traditional art skills are indispensable.  Software is easy to learn in comparison.

March 23, 2011

After Effects defaults and using AE sequences in Maya

Filed under: tutorials — Tags: , , , , , , , , — Bryan @ 6:18 pm

If, like me, you get annoyed at always fiddling with the export settings in After Effects, you should take the time to set up some templates and change the defaults.

In the Render Queue window, set up your Output Module with your desired default settings. I typically use a TIFF sequence with alpha channel. Once it’s set up, click the drop-down arrow next to Output Module and choose the last option: “Make Template…” You’ll get a window with two boxes in it labeled “Defaults” and “Settings.”

Give your template a name in the Settings Name window, then in the Defaults box, choose the template as your Movie Default. After Effects will now use those settings as the default whenever you export a Comp.

Now, if you’ve ever tried to use a TIFF sequence from After Effects as an image plane in Maya, you may have had some difficulty getting it to work. AE’s default naming convention is fileName_####.tiff. Maya doesn’t like that underscore; it only understands an image sequence if the frame numbers are delineated with a period, like so: fileName.####.tiff.

Click the drop-down arrow next to Output To: in the Render Queue, and choose “Custom…” You’ll get a window called File Name Templates. Set up the Template like this: [compName].[#####].[fileExtension] and check the “Default” box.

Now, whenever you set up a TIFF sequence, you’ll get file names that Maya can use.

edit: I’ve been doing some research on file formats (post on that topic coming soon), and I’ve decided to stop working in tiff. I’ve had problems with it in the past where I couldn’t open an image I created with a PC on a Mac, or I couldn’t read tiff sequences created by Nuke in Premiere (don’t use DEFLATE compression—Premiere can’t read it). Tiff certainly has some useful features, but there are so many different flavors that compatibility becomes an issue. Instead, I intend to switch to Targa for wider compatibility or OpenEXR if I need high bit depth and/or more than four channels. The only gotcha to that is that if you need transparency with Targa, you need to tell AE to render 32-bit files (four 8-bit channels). I don’t know why the Targa export specifies bits per pixel when everything else is in bits per channel, but there you go.

March 13, 2011

Updating the demo reel: Gunplay compositing

Here’s that shell casing composited into the shot. That’s right, all that detail I put into the model is completely lost because it moves so fast and is all blurry. Still, it was good practice on a very simple little prop.

I did some color grading as well. I may have crushed the blacks a bit too much, but I think the roll-off of the highlights on James’ head looks pretty good. I might need to gamma it up a bit more to bring out the detail in his coat. Or maybe I just need to recalibrate my monitor; who knows?

Gunplay shot update from Bryan Ray on Vimeo.

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