Wednesday, September 17, 2014

My September Project (3) -------"Wiring Controllers and corrections to colour Bleeds"

The Old Scene
Hello Peeps and welcome to another edition of HypefroActive. This edition is a continuation of the My month of September reel and it's the third of that installment. Ok, maybe i should just go ahead with numbering them in chapters or episodes so that it's easy for some of you guys following these posts to identify properly which is which. It will probably bring some for of orderliness in reading sort of like numbering the pages of a book.


So, yesterday was not really hectic nor easier either, as i found myself wiring morphs to controllers for the characters in the scene.And though i estimated that it would not take time, say i should be
Spotted Bleedings
done within two to three hours but boy was i wrong. It probably would have been achievable but for the fact that, there were minor errors in setting up controllers to be wired. Yesterday i went against one of the things 3dsmax preaches against and funny enough it was intentional. The result? I leart the hard way. 3dsmax sorts of advices that helpers should be created in the top or perspective view. And i've always held that to heart until yesterday because i was feeling too confident like "hey, what can happen"? or perhaps, i just wanted to find out what would happen if i went contrary to the rule. So, i got carried away creating a number of helpers including linking and aligning them to the geometry to be controlled and everything was looking nifty. But when it came to wiring, the rotations were transforming in the wrong direction. Well, i tried a couple of other things but this strange thing wont correct itself until i erased and created new sets of helpers from the top or perspective view. And everything worked according to as planned with rotations happening in the right order after wiring.

Corrections to Bleeding
So, with that corrected, the scene is now set for animations but a quick peek again at my quick render of the set revealed that i had some sort of colour bleed happening on the walls. Though not noticable and wouldnt affect the animation technically in any way, i felt like correcting something so i dug in again. Yeah, if you re-call in the edition before this one, i did mention that i bake textures after applying them and in 3dsmax that would mean "collapsing the modifier stack". So, i had already done that to a couple of geometry in the scene including the walls having the colour bleed. Well, that would mean re-applying the uvw unwrap modifier all over again and taking the rendered uvw texture back to photoshop or you could leave the texture in 3dsmax and bring the edited photoshop texture to it. whichever way works, especially as it is an object with
The New Scene
straight edges. Back in photoshop, i took the bitmap that i worked on from scratch and corrected the colour bleed using photoshop's layer blend mode overlay and this time made the colour darker. Brought it back to 3dsmax and there you go below.




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