Wednesday, August 25, 2010

Textures are GO!


Hokay! We can render now! I figured out what was causing the Vram to spak out every time we tried to render a scene with more than one character in place.

2 things:
Texture size
Texture location

As fantastic as the ARNE server is for centralizing everything, it can't quite handle being used as a texture cache as well as a computer can by itself. The solution is dragging the project across to the scratch and rendering locally. The trick to making this work is making sure we move any updated files back to ARNE when we're done, and double checking the project settings each time we start up - which we do anyway...

I've resized all the textures down by an average of 50%. In some cases, even more. Now that the computer doesn't have to Unwrap, filter, light, layer and render 4 4096px square textures per character at 2 characters per screen, it can actually render a frame without crashing!

Here's a bit of maths for scale - an average scene before would calculate about 201326592 bytes of information per frame. That's 0.2 gigabytes (200Mb) of data streamed over a network into random access memory for textures only. Not including lighting, shadows, geometry or visibility calculations. All that cache data is processed to make the single .tga file, which is barely 7Mb...

Now, the same looking thing is only 12582912 bytes. That's only 12Mb (0.012gb) of information to play with for a render. Much easier. The only difference is the texture dimensions.

To prove my point, this is what a production render looks like. Ignore the dodgy reflections...

Thursday, August 19, 2010

I vant to suuck your blooood...


Heh, Blue's shoulders were fixed so that they zero back properly. Though that means that we'll have a few shots like this!

Explosms evrywarr

More explosions n stuffs. A few layers of smoke, kinda stylised looking. Massive render time, so we'll use this as a billboard, or just add it purely in post.

Explosion test 3.

MY BACK!!



AAAAARRRGH I'm sadistic.

Friday, August 13, 2010

OMFG Aliens!


Ah, lol...

If rabbits could fly...


Experimenting with some clever distortion and stretching techniques, should we decide to make the animation even wackier. Then I got carried away with photoshop.


Yeah, that was too much fun...

Thursday, August 12, 2010

Explosmnimation.

Like I said earlier, I now have Maya.

To celebrate, here's an explosion.

Explosm mark 1.


Whatcha think?

More Music

Hey guys, Bob's sent me another musical iteration. I've got some thoughts, but I wanna hear what you guys think first.

Have a listen: here.

Wednesday, August 11, 2010

Explosive erection!


WAAAAAH!!

Suc-freakin'-cess!

A-HA!! I have Maya at home! Finally!


Previously there was a glitch somewhere in the process that made the loading circle pop up every time you tried to do something in a 3D viewport (kinda necessary for 3D work, as you could imagine...) I found a site that showed me a simple work-around, and now Maya works for me at home!

Buddy Flick

Working on previs most of today. This is another test of the rigs, another few tweaks and fixes, plus some useful paraphernalia to promote the film. Neil and I did these ones, did you want to do another one Brad? We left space on the board.




There's still some minor texture tweaks to make to:
-Blue & Orange's ears
-Orange's neck line
-Bump texture on Orange's face
-Orange's eye specular and reflections are doing something funny. I'll get to fixing that soon.

I think Blue's texture is ok for the moment...? I changed the file format from .jpg to .tga and we made his eyes brown again.

Sunday, August 8, 2010

Flex fail

Yep, well, I'd look kinda worried if this happened to me too...



This has occurred because somebody has removed (not unloaded... removed,) the shotgun reference from the Blue+shoutgun.mb file. Which is very not cool. More than that, the reference has been removed AND THE FILE HAS BEEN SAVED OVER.

VERY NOT COOL. This means that we have to re-reference the gun back in, which will make it seem to maya as a new object. So any work we've done with blue in the pre-vis shots with his gun has to be completely redone.

DO NOT work from v00 with anything, and ALWAYS keep a backup of the file before you save over a changed version. In this example, start work from blue_model_v106.mb, then save v107. When you're done making changes, save as v00 and test it. If it doesn't work, we just re-open v106 and save over v00 again...

...and while we're at it, don't work over the top of referenced objects. It just doesn't work.

Friday, August 6, 2010

Rethink reflections...



Forgot to take reflections off! Looks kinda kooky...