Monday, February 5, 2024

Lighting Workshop #4

Daylight

Even though this is a daylight scene, I still wanted to environment to feel somewhat dark. The colosseum walls are huge and oppressive, blocking a lot of natural light. I wanted all the light pouring in to focus on the main character, who is getting ready for battle. I did still have to light the architecture to keep it from being completely covered by shadow. My reference images for the daylight used a lot of blue and orange, so I created a LUT in photoshop and applied it to my post process volume in order to dull down the bright orange and bring out some bluer tones.

Sunset


 


For this scene, I had to cheat a bit to get the effect of light pouring through the window. An actual sunset would have the sun lower, but because the windows are so high, there was no way to naturally get in directional light, which I really wanted for this outdoor scene. I played around with the temperature to get the warm orange color. I adjusted the temperature on the other lights as well.

Reference (Daylight and Sunset)






Sunday, January 14, 2024

Thursday, November 30, 2023

VR Final Week


For this final pass, the animations changed a lot from their proxy states.

The first rig was only FK, so there were no hip/leg movements and no weight shifting. With the new IK rig, I was able to add those subtle movements to the previous animation states. Also, because of the new rig, I was able to animate transitions between these states.

However, each time the rig evolved, changes needed to be made to the animations to make sure they looked good.

Due to some technical issues, our team changed the Nazgul's clothing. Instead of a cloth simulation, the cloak was modeled directly onto the character. With the clothes added, I needed to go in and adjust the animations to make sure that the cloak was not clipping through the model. There were plenty of challenges with this and it required a lot of successful rig breaking to make it look nice and also look natural.


Thursday, November 16, 2023

Interactive Character Proxy



For this round, the goal was to get in four different animations: idle, awareness, and two interactive reaction states. Our character is one of the Nazgul, so the idle animation is based off of how the Nazgul hold their sword straight up before attacking. 

During playtests, we saw that our players really wanted to be able to pick up the swords and attack the Nazgul, so the two interactive animations are based off of that. There is a block reaction, where the Nazgul will hold up his sword in front of him, and a stabbed animation, which plays when the player hits the right trigger to harm the Nazgul.

Next week, the plan is to add an ik/fk switching to the rig so the legs can be animated in a realistic way.  I will also be adding transition animations between the states, such as swinging the sword and pulling the sword back.

I also added a couple fixes to the hand animations from last week. The grasp and index curl didn't quite fit around the sword correctly, so I adjusted those in Maya.




Thursday, November 9, 2023

VR Week 03 - Final Hand Pass


This week, I finalized the hand animations. Fortunately, the animations from last week were pretty clean. I made a couple timing adjustments to vary the fingers. I also adjusted some of the weight painting issues that I was noticing in our mesh. Once the new animations were finalized, they were uploaded to perforce. 

My second focus this week was to do one more special animation. Our team wanted to find a way to do a one-handed animation for putting on the ring. I decided to do a "ring flair" animation. When the player picks up the ring, they can press a button on the controller to put it on. When the button is pressed, the hand will curl into a fist around the ring and put it on in a very stylish one-handed way. This was to streamline the process of getting the ring on and preventing potential bugs from a two-handed animation.

Lighting Workshop #4

Daylight Even though this is a daylight scene, I still wanted to environment to feel somewhat dark. The colosseum walls are huge and oppress...