Thursday, 5 December 2013

Polygon Boots Final Render

So my boot project is finished, and I'm very happy with the results. The lighting, rendering and compositing took a lot of fiddling around but I got there in the end. 

The model topology (which has since been refined slightly) is viewable here.

The initial texturing and shading (which has also been refined slightly) is viewable here.

There's a screenshot of my Maya setup below, showing the outliner, render layers and boot topology. 


The lights were just a basic 3 point lighting rig, all with physically correct attributes, but with pure white colour in order to avoid any additional gamma correction. As for render passes, I rendered everything in full 16/32bit .EXR files with full Linear workflow to get the most flexibility in compositing. 

The render layer/pass setup is listed below:

- Rim light
     - Diffuse 
     - Specular
- Fill Light
     - Diffuse
     - Specular
- Key Light
     - Diffuse
     - Specular
- Ambient Occlusion
- Master Layer
     - Depth
     - Indirect
     - Master Beauty 

I imported all the .EXR files into NukeX for compositing, manipulating almost all of the sections slightly. Obvious changes include camera blur, lighting tweaks and colour correction.  Here's a screencap of my node tree:


Finally, below is the final output. It's a shame we weren't givent the opportunity to track/composite the project into a live action shot as intended, as those are my primary interests on the course. However it did give me the chance to have a quick run through of most production roles in the pipeline. 






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