Bryan Ray, Visual Effects Artist

August 27, 2010

Storm Front Title Sequence

Earlier, I posted some brush-and-ink drawings inspired by Jim Butcher’s Dresden Files novels. This is the video for which I created those images:

Storm Front title sequence from Bryan Ray on Vimeo.
For much better quality, view it on Vimeo.

Created in Maya and After Effects, with music and stock footage courtesy of Andrew Kramer of Videocopilot.net (used with permission, in accordance with the VC license agreement).

Licensed Creative Commons BY-NC-SA 3.0
Characters and title are the intellectual property of Jim Butcher, and their use here in no way represents a challenge to Mr. Butcher’s ownership thereof.

Actors’ names represent a hypothetical cast for this movie and do not indicate any endorsement of or association with this video or producer.

The Maya Project Directory Structure

When you create a new maya project and hit the “use defaults” button, several folders are created. Each of these folders has a specific purpose, but the aren’t detailed in the help files, nor could I find much about them in the usual online fora. So here they are, with my evaluations of what they’re for:

  • 3dPaintTextures:  If you use the 3d Paint tool in your texturing process, this folder will contain subfolders for each scene in which you have used 3d Paint. Within those folders are the texture files created by the tool.
  • assets: I’m not sure how it works, but I assume it has something to do with the Assets system. It is associated with “Templates.”
  • clips: No idea.
  • DAE_FBX: Maya will store exported dae_fbx files for exchanging data with other software here. I think this is a Collada format in a fbx wrapper.
  • data: This is where you should store any files from other programs that you intend to import into Maya. Obj, for instance. For some reason, fluid caches seem to go here, as well.
  • DXF_FBX: Maya will store exported dxf_fbx files for exchanging data with other software here. I am almost certain that this is for exchanging with AutoCAD.
  • fbx: Standard fbx import and export files will go into this folder. These are the files you could open with, for instance, Nuke, so long as they are formatted correctly. Autodesk publishes an fbx converter to assure that your fbx files are of a standard format.
  • image: I honestly don’t know about this one. I haven’t yet seen anything to into it, nor has Maya ever defaulted to asking for something from it.
  • images: Most raster images exported from Maya will go into this directory. This includes UV layouts and renders. If you render in passes, each pass will get its own subdirectory.
  • mel: This is where Maya will look for imported MEL scripts.
  • mentalRay: I’m not really sure what this folder is for. A good deal of MR data goes elsewhere, so I have no idea what this one is for.
  • particles: Particle disk caches will go into this directory. I’m sure there are other particle-related files that will go in here, as well, but I haven’t yet encountered them.
  • renderData: This is a very important folder, with four subdirectories, three of which I have never used. Depth, iprImages, and shaders are a mystery to me. Mentalray, though, has four additional subfolders that I do know the purpose of. FinalgMap contains frozen final gather maps, which serve to speed up renders using Final Gather. LightMap contains baked light information, including Ambient Occlusion, which can be very useful both for texturing and for speeding final renders if you choose to bake your AO. ShadowMap stores shadow depth maps.
  • renderScenes: Another folder whose purpose I do not know.
  • scene: This is one of three folders most people should be familiar with. All of your scene files will be stored here.
  • sound: I have never attempted to add sound inside Maya, but I assume that this is where you’d store your audio clips.
  • sourceimages: The third of the most well used folders in your project directory, the sourceimages folder is where Maya will look for texture maps of all kinds, including image planes.
  • textures: I am not sure what this folder is for, since your texture maps are all in the sourceimages directory, and procedural textures that are baked out to files go into the images folder.

So that’s everything I know about the project folder structure at this time. All clarifications and additions are welcome, and I’ll be sure to add a credit to anyone who helps to fill out the rest of this information. Just leave a comment!

After Effects and Windows Vista

After Effects CS4 and Windows Vista 64-bit do not get along well. Although my newish computer renders my projects over 60 times faster than my old one did, the interface has always been somewhat sluggish. My most recent project made significant use of the Vector Paint effect, which served to highlight the problem. The paint tool was very hesitant, and it crashed frequently. Quite a bit of hunting around on various support forums revealed a solution: Run After Effects in XP compatibility mode. My interface is now very responsive, and Vector Paint works flawlessly.

So there you go. I haven’t yet encountered any drawbacks, but I’ll post an update if I do.

August 18, 2010

More Dresden Files imagery

Here’s Dresden himself:

And his silver pentacle:

I don’t recall if I mentioned it in the previous post, but these were done with a Chinese bamboo brush and black India ink. I based the drawing of Dresden on the cover art, but I don’t recall him ever being described as wearing a hat in the books. I don’t know, maybe the artist is just really nervous about painting hair.

August 17, 2010

Bob the Skull

My current Motion Graphics assignment is to make yet another title sequence. This time, it’s going to be an adaptation of Jim Butcher’s Storm Front. I’m working on a brush-and-ink on parchment style for the bulk of the piece. Here’s my illustration of Bob the Skull, Harry Dresden’s mystical advisor:

Bob the Skull

August 13, 2010

The MUDR Walks!

So I spent a couple of weeks learning that rigging is hard, and another few days learning that animating an improperly rigged model is equally hard. Nevertheless, I have finished a very clunky-looking walk cycle. Also, the texturing has been complete for a while now, although I haven’t had time for an update. So here’s the texturing job and a playblast of the walk cycle:

MUDR robot model from Bryan Ray on Vimeo.

MUDR Walk Cycle from Bryan Ray on Vimeo.

July 21, 2010

Latest MUDR render

The upper body of the robot is almost fully textured now. My intention is for the little utility hand to have been replaced recently, thus the lack of dirt, grease, and scratches. I’m thinking it reads as unfinished instead, though. The gun needs some distressing, and maybe a bit more bump as well, but I’ve just barely started on that. As always, input is welcome!

Upper Body Render

July 19, 2010

Texturing the MUDR, a process demo, part 2

As you can see from the intervening posts, I’ve progressed quite a ways in the texturing of my robot, but I’m going to stick to just talking about the head for now. Upon review of my concept description, I saw that I had missed a bit of detail: oxidation on the sun-exposed areas. My previous textures were either taken from various places on the Internet or painted by hand. My oxidation texture is from some photographic reference I shot myself. Since I have full rights in this texture, I’ll post it here at full resolution. This image carries a Creative Commons Attribution 3.0 License Creative Commons License
.:

Oxidized Paint Texture

“Oxidized Paint Texture” by Bryan Ray is licensed under a Creative Commons Attribution 3.0 Unported License.
Permissions beyond the scope of this license may be available from xa_bryan@sbcglobal.net

I defined a new pattern with this texture and flood filled an entire layer with it, then put a completely black layer mask on it. Then I used a large soft brush to paint white on the mask where I wanted the texture to show up, notably on the top-facing surfaces of the head. I then added an adjustment layer and copied the mask information onto it so I could integrate the oxidation better with the rest of the paint. A little tweaking of the opacity finished that process, and now it’s time for the bump map.

Some people simply desaturate their color map and use that as a bump, but that is certainly the wrong way to go about things with this texture. For instance, the flaked off paint is white, but white is high in a bump map, so the scratches need to be inverted. Once that’s done, they’ll probably be far too dark, and therefore too deep in the bump; that can be fixed by adjusting their opacity. Since the scratches are taking their height information from the scratch layer, there is no need for the layer mask on the paint layer, so that gets deleted. Finally, I sharpen the oxidation layer a bit and adjust its opacity so that the variation is a little bit less than that of the scratches.

I mentioned earlier that I was going to put a little bit of a ridge on the nose cone to help disguise a seam, so I painted that in by hand; you can see it in the lower right-hand corner. Also, I adjusted the levels on the weld a bit to get it that ridged look.

Bump Map

Some bits of elevation are more dramatic than can be handled by a bump map. In this case, the weld doesn’t pop up enough. Unlike other maps, there isn’t an obvious place to insert a displacement map, so I do it through the Hypershade. First, here’s the map, and as before the lighter areas are higher:

Displacement Map

I open the Hypershade (Window > Rendering Editors > Hypershade), find my HeadM material and middle-mouse drag it into the lower pane. Then I make a new file texture, load the displacement map, and middle-mouse drag the texture onto the material. In the pop-up, I choose Displacement Map. A new Displacement node is automatically added between the file and the ShaderGroup node. Unlike the Bump Map node, though, the Displacement node has no useful controls. If you need to adjust the depth of the displacement (and you almost certainly will), the simplest way I know of to do it is to load the file node in the Attribute Editor and adjust the Alpha Gain under Color Balance. In this case, I had to take the Alpha Gain clear down to .02 to get this, which has some visible problems:

Render with displacement

It took some experimentation, but I figured out that some of the problem was the lack of resolution in my mesh. I added two levels of divisions and rerendered to get this:

Higher Resolution displacement render

This introduces some unwelcome faceting of the mesh, but it closes up those odd seams and smooths out the ridges in the displacement.

You can also see here that I’ve added the glowing lights by saving them to a file of their own which I added to both the incandescence and glow intensity channels. An adjustment of the alpha gain of the file controls the amount of glow that appears. Mine is currently set at .08.

That’s about as far as I’ll take the head texturing, but I can now use the Photoshop file to set up for all of the rest of the robot. Since most of the details will be similar, I can keep my layer structure, brushes, and colors. I simply save a copy of the file under the name TextureTemplate. In the new file, I erase all of the details I’ve painted in, leaving only the base colors and solid masks, so the file is ready to receive a new UV layout and ambient occlusion map. Since everything is set up in this way, further texturing tasks go much more swiftly.

July 17, 2010

Another texturing update

Here’s another update on my progress. I spent a lot of time getting the displacement on the torso just right so that the little sensor spheres were the right shape and the rivets looked good. I also spent a good deal of time on the rocket pod. The way my UVs are laid out made it difficult to get the soot looking good—it tends to curve toward the front. I think there’s a way to make a separate set of UVs with a different projection, but I don’t have the time to learn about it at the moment. I am already behind schedule.

I anticipate that I’ll have the entire right arm done tomorrow, and probably the small utility arm. If I’m really industrious, I’ll also make progress on the handgun, which I anticipate will be among the most difficult pieces.

The current render time is a little under 3 minutes, which isn’t too bad. If I can keep it under five minutes per frame I shouldn’t have any trouble when it comes time to render entire shots.
Robot. Now with rivets!

July 14, 2010

More progress on the texturing process

As I mentioned in the process demo, turning on the physical sun & sky does wonders for the look of the texturing. I’ve also subdivided the geometry to get better results from the displacement maps. There’s still some work to be done on the reflections and specular highlights, but I’m feeling confident that I’ll be able to get the level of detail and realism that I desire for this project.

MUDR robot texturing sample

I intend to make another entry to the process demo on Monday evening.

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