Breakdown of the work on Happy Feet and Doogal

○For developing UV, I was using Unfold 3D (www.unfold3d.com) and Maya. ... All has been first done on 3DS Max and because of a production decision it has ...
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Guillaume Ruegg 3D Generalist Breakdown

Breakdown of the work on Happy Feet and Doogal

Happy Feet: Warner Bros CG feature Surfacing environment (UV, map creation and shadding) on Happy Feet: lFor developing UV, I was using Unfold 3D (www.unfold3d.com) and Maya. Unfold 3D gave the chance to unfold huge mountains in one UV piece with a quality unexpected in the short time I had. lFor the map creation, I used Photoshop. Most of the time I worked with realistic photo but I could also paint from the beginning depended what was needed. For this work, I had painted a lot of displacement map, color map and holographic map. The majority of the work was ice, snow and rock. I have done some texturing for some planets like Neptune. lFor the shadding I used maya hypershade (with renderman shader node) and Freezer who is a visual interface of renderman shader in maya. I used different kind of materials to create snow, ice, rock and I used the subsurface scattering, the displacement, the occlusion and the hologram shaders. Character Rigging (Muscle system) on Happy Feet: lFor the muscle system, I used XSI and proper tools of Animal Logic based on the tools shrink wrap of XSI. There I had to create all the muscles of the character (their position, their size, their number), the hierarchy of the muscles and I had to adjust all the values to have good muscle reaction in the simulation. I had to create a couple of animation to do my torture test on my character to be sure that the character would be able to do all the movements needed in the movie. VFX on Happy Feet : lFor the VFX, I used Maya and Renderman to create snow kick (particles), ocean (displacement shader) and flurry (particles). I used Digital Fusion for the compositing of my effects.

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Guillaume Ruegg 3D Generalist Breakdown

Doogal (The magic roundabout): Pathe CG feature Surfacing character, environment, props (UV, map creation and shadding) on DOOGAL (the magic roundabout): lFor the UV I used Unfolds 3D (www.unfold3d.com) and XSI. Unfold 3D is a software who was created by one of my best friend for the movie DOOGAL. This software was created for helping us to save time and increase the quality in our production. That was a success. Today this software offers the better quality of UV on the market. lFor the map creation, I used Photoshop. Most of the time I worked with realistic photo but I could also paint from the beginning depended what was needed. I used Deep Paint to hide the connection of the UV but I always tried to optimize my work and find the best area to open my UV. When it was needed, I used procedural textures (like in the volcano shot in my reel). I created some of them using the software Darktree or using XSI procedural. Next I was using the camera map to add more details on those procedurals depended of the shot. lFor the shadding I worked on XSI with the render tree and Mental Ray. I created my materials like metal, glass, plastic, wood, dress... with the different nodes of the render tree. On this movie, we were one of the first movies using the subsurface scattering and the occlusion. We used a lot the technique of the backing for the occlusion on the environment to save a lot of render time. Character rigging (bones system, skinning and synoptic view) on DOOGAL (the magic roundabout): lFor the bones system we used a low resolution modeling version of the character that we divided in all the part needed for the bones system of the character. (we used this technique to help the result vision of the animation for the animator). So my work was to created all those bones to give the position of all the center of those bones, to create the hierarchy between them and to created all the expression and the constrain to automate some movement like the fingers, movement of the knees and other specific articulations. All has been first done on 3DS Max and because of a production decision it has been all redone on XSI. lFor the skinning I have done the majority of it on 3DS Max and some on XSI, we have found a way to transfer the 3DS Max work on XSI. I created the torture test to check all the deformation of my character and check if all was fine. lFor the synoptic view we used the html interface of XSI and we used Photoshop to do all the graphic elements. VFX on DOOGAL (the magic roundabout): 

For the VFX I used a lot of different software like XSI, MAYA for 3d effects (like fluid, electricity, ice, laser...) and I used illusion for 2D effects (smoke, explosion...). I was doing the compositing with shake and after effects. 2/2 www.gouido.com