Sunday, 20 May 2012


    Shot 1.                                Intro shot with live action footage


Transferring camera track data into maya and matching the light with our main character


Now trying to match the ground plain for the character to cast shadows onto the ground


Here is a video of how I set my ground plain



Now I am building the rest of the geometry around the area where she is going to walk so that the shadow can be reflected onto the bricks around the walk through

In this attempt I was trying to match the objects with the camera track data so that they stay on the ground and don't slide with the camera, but as I was given with this track information which don't work well and the director told not to worry about the camera track and just light the character because he could not give me the accurate camera track data. in which keeping that in mind I am going to start the lighting setup which will only affect the character so that later on after rendering the character he can take it and match it in a compositing package such as aftereffects .


Here I am going frame by frame to fix if there is any skinning issue, so that it won't look bad in the lighting and renders .


There is 2 more issue I have found with the skinning which I am going to fix it as I see them in the animation



A quick render of how the current scene looks like


Now I have her in a separate layer and I have added a directional light to match the sun


This is the current frame of the lighting set up I have got. The car actor looks pretty blonde out, in which it looks I haven't turned of the environment shader 


This is how it looks after I turned of the environment shader, still not happy with the result I got. I am gonna look into the sun shape node from hyper shade which will give me an access to different parameters which could help me out to reduce the burned out looks and create soft shadows


This is the hyper shade lighting network which will give access to the lighting attribute


This are my current game settings which is why its giving me such a bright look


This result is much better and licks to how I imagined according to the live action shot


This are the gamma corrected setting which helped to pull down the brightness


This a quick render and found a issue with the skinning, which I have to go fix it before I render. But how ever the over all result looks alright .


Here I am having serious issues with the skin, and it is taking a lot of time to figuer out the influences. It seems that the model is not modeled well the inner mesh is to short to be skinned it accurate 


This video shows on the different passes I set for render and comp, and the result looks pretty accurate on how I imagined.


This is the final image

Different type of passes


FInal Image