FXWars! "Dracula's Castle"!: Trey Harrell, EXTERIOR


#21

Yeah, it’s a little dark depending on your monitor’s gamma setting – on one of my machines that’s corrected for print work, it’s too light! I’ll probably lighten the midtones up just a touch. Very hard to target gamma for anything other than a TV, but then it washes a little on most peoples monitors.

That last bunch of processing was meant to give the impression of a bleach bypass treatment on film – incredibly crushed blacks, washing out of the colors and a little blue tint. Looking back on that stuff last night that last little treatment makes all the difference for the mood.

Thanks for the comments, guys. I’ve got to get that foreground plate finalized today – people in the carriage included, so off I go! :wip:

–T


#22

Well, I’ve rigged and modeled bats, spiders and horses for this one and I just didn’t have it in me to model and get convincing movement out of the driver and passenger if I was to get that plate final and rendering tonight.

Decided to call a couple of friends over and we used a blast of the sequence to do a sort of reverse matchmove over a screen.

I didn’t have a dolly around, so instead of moving the camera, I pivoted each the actors on a pushcart in time with the previz camera move. After that, I keyed the footage and stuck it on 2D cards in the carriage, rotating with the camera move.

I got an awful key out of the horrible DV footage and lighting… not to mention the red wall (!!!) I used, however the subjects are going to be so small in frame that it will work out just fine.

Probably saved myself 2 days by doing it this way, even if the characters would have been low poly.

Note that the passenger and horse now react to the bat that’s flying right in front of their faces – substituted for the wolf cry in the original script.

Quicktime test done earlier this evening below (before I made the horse’s reins actually move properly).

http://www.treyharrell.com.nyud.net:8090/dracula/matchmovetest1.mov

Got the foreground plate done and rendering now! :eek:


#23

great stuff, my compliments.

good luck.
ph.


#24

Very cool, Trey!

Keep it up…can’t wait to see the finished piece.

Cris


#25

Woooow Trey! That’s really veeery (even more than 3 days ago :wink: ) awesome & amazing! :scream: Really cool to see you using that ‘alternative motion-controlled-camera method’ that I’ve been thinking about for about a year, but that I never used in production (I mean: filming stuff and matchmoving the stuff in the 3D scene, by moving the plain in the right direction…! :slight_smile: ). Can you tell about your experiences? Do you have anything to say about how to shoot such things to be able to intergrate the nicely into you 3D shot?

And about the matchmoving of that ‘2D plates’: did you do that by hand, or did you try to do that automatically? As it seems Max can’t track/matchmove an object, while it cán do that to a scene/camera… And that’s really weird, as you need the very same information to get that done… :sad:

By the way: that method will also be handy in your compositing environment…! :slight_smile: In this same way you could later composit those people into your shot, as long as you have the tracking data from your 3D cam… :slight_smile: It opens up new worlds! :twisted:

Have lots of fun! It’s really, really cool to follow your process! :bounce:
-Gijs


#26

Gijs,

I’ve done a little bit of matchmoving before – actually filming in a green soundstage with markers and moving the motion data over. This was a no-budget compromise :wink:

If the characters were to be visible in anything other than pure silhouette, I couldn’t have gotten away with the methods I used this time – particularly the red wall I shot on. The key and lighting were positively disgusting, but the characters were so small that it turned out alright at the 852x480 resolution I’m working at.

In terms of technique, I’d never try to pull a foreground or hero key on a real (ie paying) production from DV footage… that whole time=money thing. I’d probably shoot in HD/HDV on a soundstage with markers and actually track them because a day’s rate for a camera, lighter and stage will save a ton of headache in the long run.

For this piece, the dolly/crane move was so smooth in the previz that we rehearsed a few times while watching the previz loop on my laptop screen and did three takes of each of the actors (my friend Jeff, and myself as the driver).

Once the keys were pulled in After Effects, I exported them as RGB and Alpha TIFF sequences and created a surface shader node in maya that I attached everything up to – including a brightness/contrast slider node so I could ride the brightness and black point depending on distance from camera. Maya Surface shaders don’t react to scene lighting, but they can cast shadows (which is all I was really interested in anyhow).

I then attached the cards to the center pivot points in the carriage file (it’s a run-in place file that’s referenced in to my master scene), animated the horse rearing in time with the actor and brought that in to my master scene.

From there I constrained the Y-axis on the cards to point at the camera at first, baked the rotation into keys (as a starting point) and deleted almost all of them so I could hand tune the actor’s apparent mass based on what the camera was actually seeing.

I had thought about matchmoving the cards in Shake or After Effects but I wanted them to throw decent shadows … so it had to be in 3D.

You might check into a piece of software called Boujou if you’re interested in doing tracking in a Max workflow – Boujou’s (in my opinion) the best tracking software out there and it works with Max, Maya and others.

If you have any other questions, let me know!

–T


#27

Quick comp of the final lighting & shading on the spider and the web, with a focus fake on my background plates.

I think I’m going to be losing a lot of time fixing a flicker on my grass that I haven’t been able to get rid of – tonight was my drop dead point for rendering that portion. Hopefully I’ll be able to ride the levels and motion blur it so it’s not too bad :frowning:

To compound the problem, Shave for Maya seems absolutely intent on mangling all sorts of nodes in my files – sometimes to the point I can’t open them anymore, render them or save them. I’ve resorted to saving everything in .ma format so I can do surgery in a text editor for disaster recovery if the need arises.

I seriously need to study up on my TD skills to fix this sort of thing…

–T


#28

That’s awesome, Trey. Great idea about the pivoting of the actors.

  • Jonas

#29

Supersampling the alpha map may be the solution to the flickering problem?

  • Jonas

#30

I wish – the flicker happens on both the color and alpha channels though – it happens because of a combination of the grass (hairs) catching speculars only from specific angles, and also because of their level of transparency when they overlap at certain points. I’m sure if I upped my supersampling to 8 or 9 passes (from the 4 I’m using now) that it’d fix the problem, but I’d never get the thing rendered in time.

In the end, I’m going to cheat it. I reduced the opacity of the grass and I’m going to double up the grass plate with a 1-frame offset and motion blur. Should get rid of most of it. If it doesn’t, I’ll explore some flickery horror movie treatments to the final piece and just work with what I’ve got.

In other news, I’m braindead at my day job today, so I started composing a little set of musical cues for the piece in Soundtrack/Garageband. It’s got this strange Danny Elfman/Bauhaus thing going on, which was purely accidental but pretty cool :slight_smile:

I’m going to hold off on posting the music until I start assembling the piece this weekend, though. Gotta hold a few surprises back…

–T


#31

Quiet couple of days on the forum… guess everyone is stuck in rendering/compositing hell like me! :wip: :wip: :wip:

Anyhow, I’m re-rendering almost all of my plates currently with a ton of polish based on a first draft of the piece, but here’s a mostly finished snippet – the spider opener. The background is old, and you can see the castle matte painting from the concept art forum – that’s been modeled and will be rendered out in the final piece.

Since this piece, I’ve changed the foreground trees to be less dense, added fog, changed the sky completely, made the carriage a bit bumpier… basically added a layer of polish to all the plates based on the ‘live’ offline edit I’ve been working with.

Thanks to everyone for viewing and commentary!

–T

http://www.treyharrell.com.nyud.net:8090/dracula/spidertest.mov


#32

yea … you are so right … render, render, comp … that seems to be the rythm these days.

your stuff looks really awsome, can’t wait to see the complete piece.

good luck,
ph.


#33

(Cross posted from the challenge thread)

Abandoned, not finished :slight_smile:

Well, there’s a ton of stuff left that I’d give another couple polish passes to (stiff creature animation and motion blur glitches on the bats in particular), given unlimited time and lack of a day job, but I’m pretty pleased with the end result (although I reserve the right to do some touchups before midnight tonight):

852x480 Sorenson 3 Quicktime

640x360 Sorenson 3 Quicktime

This is the first (but not the last!) FXWars Challenge that I’ve entered. I learned a ton and really had a chance to work on my direction, timing and camerawork skills.

I wanted to establish the mood, environment and character relationships very quickly, so I started the piece with a rather heavy-handed metaphor (the spider). The piece moves literally from a bug’s-eye to bird’s eye view and the single continuous shot (with about 27 separate element plates) was terrifying to pull off in this time frame. Got me in the mood for the holiday, though!

The piece was created in Maya (mentalray & software renderers depending on speed), After Effects, Photoshop and Garageband for the score. The characters in the carriage are live action cards, and the castle and portions of the hill are a matte painting – everything else is 3D.

I had a nasty flicker on my grass plate that I wasn’t able to completely get rid of (ran out of rendering time), so I decided to drive the gamma of the entire piece with its flicker and call it stylized :smiley:

In the end, I decided that David Oro’s excellent concept art had a ton more personality than my modeled version, so I used his original art to make a 2.5d matte painting with a couple of modifications.

Many thanks to everyone for the encouragement during the challenge, and best of luck getting to the finish line.

Thanks for looking at my work.

–T


#34

just downloaded the final version, very well done i like the pace and atmosphere of it.:slight_smile:


#35

That’s great, Trey! I love how the castle is hanging over the edge! :thumbsup:

  • Jonas

#36

Yeah, great entry man!, you did a good job, i like the atmosphere… To bad you couldnt solve the flickering problem but it looks great the way it is :thumbsup:


#37

Great yust great… the spider at the beginning… wow the movement of
the spider and the horse…
nice kamera also… really awesome work!


#38

POST YOUR ENTRY! FXWARS !Dracula’s Castle Challenge:8 -R


#39

Ok, I want to say something… This short piece of animation is way TOO short ! It starts beautifully, full of mood, music’s good, the visuals are excellent… We see the castle, far away… and… That’s all ? No way ! :cry:

Make it a full-length feature ! :wink:

Congrats to you anyway…

Bye !


#40

Thanks for the compliments. I had a lot of fun doing it… :slight_smile:

It’s a trap when I do this sort of thing… I started with the story and metaphor and expanded on them as the basis for my shots, the problem is that I’ve got the tendency to get a little too ambitious to actually complete things for challenge deadlines!

Start with a 3 paragraph script treatment, end with 30 plates, 6 rigged creatures, crazy cloud and grass simulations, etc.

In particular on this one, every single plate & element contributed to the final composition so I wasn’t really able to cheat or lose much of anything – the bats lead your eyes to where they’re supposed to be focused, the musical cues echo the predator/prey relationship established with the spider at the beginning, and the camera move really can’t be broken into smaller shots as it would jump cut.

I’d love to flesh it out into a more polished short – that’s really how I visualized it. For the benefit of my marriage and day job, I may wait until next Halloween, though :slight_smile:

Thanks again for the kind words,

–T