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v2-beta4 'Turning Pages'

... where Blenderheads live. Aggregate of blogs by Blenderheads
  • On the Current State of Production
    Blender Minutes - 2010-09-11 21:38:08

    It has been some time since the last Ara related post on my blog. So I think it appropriate to give some overview about the current state of production and what happened during the summer.

    Still back in June I had planned to have Ara’s Tale finished for submission for the Suzanne Awards 2010. During July I realized, that this goal wont be reachable without compromising motivation, health and professional as well as private life. So I slowed down and with much regret let go of the october date. Looking back it was a good decision, as it turned out that the summer was extremely demanding in regard to my professional life leaving not much free time and energy for anything else.

    But work on Ara’s Tale has never really stopped. Texturing for the whole entry set is now finished. See here for a shot from the entry of the canyon back to the bridge

    What came next were several appoaches to texturing Ara’s dress. This coincided with me trying out Mari. In the end, Mari ( besides too expensive for me) didn’t work out for me, because pressure sensitivity was not working with my setup. (Its a Qt 4.5 vs. actual xorg wacom driver issue, and Mari ships with its own version of Qt, so no fix possible here).

    The work with Mari and several other texturing apps (Zbrush, 3DCoat) showed me what I would really like to do and let me build up quite some frustration with the current state of texturing capabilities of blender. Unfortunately the corresponding GSoC did not bring much leverage here.

    All in all the last 3 months were a constant struggle with my inexperience, shortcomings in blender (2.49 and 2.5x) and not being able to get my visions implemented. I am in dire need of some feeling of success :)

    Now that I can dedicate more time again to Ara’s Tale, I revisited my dress texturing approaches. Let me detail a bit how I try to do it and why and also show you the obstacles I had ( and still have ) to overcome.

    To get details correctly done projection painting is the way to go for me. Until now I almost never had used blenders projection painting for texturing but had always directly painted in gimp, but I was never really satisfied. If you could solely rely on projection painting, uv unwrapping could be much easier, as you would never had to go to the 2d image for painting.

    For the cliffs I mainly used the clone tool with cloning from another uv layer to get the rock textures placed. With texturing the dress I needed a much finer control, meaning to really paint on the dress. This very soon showed the shortcomings in blenders paint engine. A very limited brush engine and way too few blending modes made me soon recognize that an external painting program was still very needed.

    To get the needed level of detail for the dress I split the UVs into patches for the top, the skirt and the belt.

    This is also a leftover from my tests with a combined workflow with Mari. I actually have 3 uv sets, the 2 last sets just copies of the first shifted to the left, so that the affected vertices are at the center.I will than have 3 materials for the dress which will use these uv sets.

    Now for the nice part blender is offering. For a slightly better texture painting support I use blender 2.5x for the texture painting. What may be not so commonly known is, that you can assign different images to each of the faces. For the diffuse color map for the whole dress I assign 3 images to each of the 3 parts of the dress. When entering texture paint you can paint on the whole object and will effectively draw on 3 images at once. These images may have different resolutions. This is a very convenient way to draw textures in a consistent way.

    For the actual painting I use a combination of the ‘clone from another uv layer‘ method, direct painting with simple brushes and sometimes using the quick edit feature, where the current projection is exported into an external editor ( gimp in my case). You can add details there and apply these changes back to the texture image. Its important to note, always to use the exported image as a reference and do all the extra editing in a separate layer and only apply this layer back to blender, otherwise you may get weird artefacts or double coloring.

    After some time I got used to the workflow and with patience I actually got the work done. This has to repeated of course for all the different channels (bump, spec etc). A better and less tedious setup process would be a real help here.

    The first test renders revealed a problem with the bump mapping implementation in blender 2.49.

    Consider the following setup

    A simple uv sphere with a seam at its front and simply uv unwrapped. In texture paint mode some gray strokes are put so that they cross the seam. The painted image is used as bump map for the sphere. The resulting render looks as follows:

    Note the very visible seam. That discovery is just one example of the many obstacles I met during the course of this project.

    And here is the workaround:

    Blender 2.5x does not exhibit this problem, but I cannot use 2.5.x for rendering as its does not import 2.49 files properly or not at all. The solution is to setup a material in 2.5x with the created bump map. I can then bake a normal map which is essentially a conversion from the greyscale bump map to a tangent space normal map. Using this normal map back in 2.49 works perfectly – no more seams are visible.

    Its working, but introduces a huge overhead and potential error sources, but I know of no other solutions here.

    The good side is, that I can finish now the dress texturing and it only involves work but not magic. Its also some valuable lessons learned which will be handy for the next texturing job – Ara herself.

    With all this recent experience I find it hard to predict a definitive release date for Ara’s Tale but hopefully it will be early 2011.

    And I am pretty sure there will be a Suzanne Award 2011 as well …

  • The return of BlenderCN & the first Blender Guidebook in Chinese
    BlenderNation - 2010-09-11 16:00:12

    BlenderCN (a Chinese Blender blog) is back, and it’s offering more interaction than ever. Want to launch or make some improvements to your local Blender community? You may want to check out...

    [read the full article on blendernation.com]
  • Title Sequence Compositing – Test 1
    Reign of Fury - Blender Short Film Production Blog - 2010-09-11 13:47:01

    Here is my initial idea for the title sequence for the project. It was good practice to move through the entire workflow from start to finish. There are many things I’m not happy with, but it’s good to see it in the completed form. I can now go back and rework parts of it to get a better result.

    The video is rendered in 1280×540, so you should view it in HD mode if possible.

  • Permeable Screenshot
    Reyn's Blog - 2010-09-11 08:32:00

    Hi! I wanted to thank everyone who has appreciated and took some time to watch my recent Blender short short short animation titled "Permeable". For some time now, I have been thinking of sharing my scene setup. So here it is and please feel free to ask. ^_^The video:Permeable from Reynante Martinez on Vimeo.The scene setup screenshot:The shader setup:
  • Blender 2.5 Smoke Sim: Save some time when going HiRes
    BlenderNation - 2010-09-11 07:12:44

    These 3 tutorials are the final sequels of the previously posted Day 1-2 of smoke warm-ups from Gottfried Hofmann available at cg tuts+. Gottfried Hofmann writes: Hi everyone. Maybe you remember the...

    [read the full article on blendernation.com]
  • The Producer's Report #123 - First Sound Design Team Meetup
    Phil McCoy's Posts - Project London - 2010-09-11 06:03:53

    (L to R: Director, Ian Hubert; Paul Miller; Brendan Hogan, back; Mike Meyer, forward; Michael Martz; Brad Notman, we like his shirt a lot; Trevor Dutton; Simon Jeker; Laura Edenfield)

    Tonight at the Lyon's Den (also used as the location for the Western Palm in Project London) we held the first meetup for the sound design team and screened version 14 of the movie. It was the first chance for the local members of the team to get acquainted with each other and the movie.

    Trevor and Brad had seen version 13 and both Ian and I were delighted to hear them comment that version 14 was much more focused and fun. Mike Meyer, lead sound editor, felt that the team left the meeting energized and interested in diving into the work of sound design.

    Tomorrow we screen the film at the Grand Illusion Cinema for a test audience that will also include a number of cast and crew members. Following that, Nate, Ian and I will roundtable the input collected from these screenings and make our final decisions about picture lock. We are very anxious to turn the film over to the Sound Design Team which also has members working remotely in Vancouver BC, New York, and California.

    Cheers,

    Phil McCoy, Executive Producer
    on behalf of Nathan McCoy (left), also Executive Producer and Phil McCoy (right)

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