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Michael Brook - BA (Hons) Computer Animation Arts, UCA Rochester

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    I wanted the shadows of the surrounding trees to fall realistically over the model so, after I finished setting up the lighting, I started placing cylinders that wouldn't be visible on-screen, but would cast a shadow over the Giant as he moved by.

    I looked closely at the shadows in the photo, and tried to replicate the lighting and the softness/hardness of the shadows.

    I feel that I achieved the desired effect, with the denser placement of shadows closer to the camera creating a more looming and menacing feel.
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    Turnarounds for The Giant. This model's at 1 subdivision higher than my original base model to help Maya calculate the displacement maps more accurately (otherwise there's a lot of deformation in the horns and limbs), so the model's polygons look much denser than on my base model.
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    Render Time - 00:01:37
    Render Time - 00:01:38
    Render Time - 00:00:13
    I've finished the rig and I'm ready to start animating!
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    I created separate movements for each toe so I could control them better when animating.
    Almost all 12 of the toes were at odd angles, so I had to code them in various ways to get them to behave correctly. For example, if I were to rotate a toe into the desired position, it could end up as x:18 y:-4 z:-9. To fix this, I'd code the X rotation as is, whereas I'd apply a *0.5 to the Z axis, and approximately a *0.25 to the Y axis, so each axis moves at the correct rate, and add a - symbol to the code so the Ctrl is animating to a positive value.
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    I've got everything bound and weighted - now to start blending!
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    I fixed the displacement warping issue by taking the file into Photoshop and softening the contrast around the warped area, but leaving the rest as it was. This leaves the rest of the arm with the desired amount of detail from the displacement map, while giving the previously-warped section a reduced effect.

    However, saving the .exr out from Photoshop heavily reduced the contrast of the map, so it took a bit of time to get all of the settings correct to give the arm a look that is consistent with the rest of the model.
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    I've got all of my displacement maps in Maya and applied to my model. Each of the materials had to be tweaked here and there to give the Giant a consistent look although I'm going to need to make further changes to his left upper arm (the right upper arm from this renders view) as there's some noticeable stretching if the settings are too high. I'll be experimenting with a few ideas I have to fix this issue and post what does/doesn't work.

    I've been working a lot to create a good medium between render quality and render time to give myself something more manageable, and I've been able to lower the render time down from 3:04 to 0:38 with no real noticeable drops in quality.

    The lighting I have set up currently in my scene is pretty harsh so I can clearly see the effects of my displacement maps as I apply and edit them.

    I doubt this process will take too much longer and then I can finally get onto rigging!
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    I've had a hard time figuring out the Mudbox > Photoshop > Mudbox pipeline but I've finally got it all worked out and am making quick progress with my Giant model using photo textures, both in Photoshop and as stamps in Mudbox.

    These are only screenshots taken in Mudbox but I'll be applying the textures in Maya and running some test renders soon.
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    Before finishing the model in Mudbox, I thought it was best to check on the displacement maps as I go to be sure that everything is working as it should. For the most part things aren't looking too bad, but the horns aren't retaining the detail they should be. And the face and horns are being quite fiddly, so I might need to take the displacement maps into Photoshop to sort out some minor problems - mainly around the neck, bridge of the nose, and brow line.
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