I did 5 sequences of angels and demons fighting each other today. I did test renders. I found that they were fighting too fast, as they have only 50 frames and loops the same actions. I then figured that they don't have to loop since the motion captures are pretty long. So I re-rendered them going full on 240 frames. I gave May the sequences so that she can add her weapon trails on it.
Showed Mr Douglas the comp of shot 2, well, what we currently have to comp. Added in the new glass shader render into the comp. I asked Mr Douglas about the proportions of armies charging and people in the middle fighting. I was worried that when I put in the people fighting in the middle, it'll just cover up the whole terrain, without any prior space given before the two charging armies connect. Mr Douglas said that I can gauge myself where would be good position for them.
The crowd in the middle fighting
Comp of shot 2 (so far)
Mr Douglas passed me the angel wings he had so I can put them on the flying angels. Wei Jie helped me rig up the flying angels. I tried palcing the wings on the angels but I found that the wing flapping action translates too much or is too big, to the point that the geometry goes through the character's geometry. I attached it to the spine joint of the character. It still follows the spine joint perfectly, when the character turns and stuff, but the flapping movement is probably too big. I might be doing something wrong.
The angel wings
Angel wings on the character
The flapping movement is too big
Goes through the character
Coming back tomorrow to check out my render and test out the motion blur and AO in Nuke. I have 3 sets of crowds to render for shot 2. The charging armies, the crowd in the middle fighting and the ones at the top flying and fighting. I can render the demons and angels charging together, but the other two I have to render seperately. The angels and demons charging together will take about 16 hours to render. The other two will probably take 8 hours each. The AO and motion vector passes render significantly faster, so I don't have to worry much about them.






No comments:
Post a Comment