Welcome to my Final Project A Lost Traveler.
Enjoy.
Weeks | TASK | DESCRIPTION |
Week_01 | PRESENTATION | IDEA WITH SIMPLE REFERENCE TO THE PROJECT |
Week_02 | PHOTO SCANNING | CONCEPTS AND REFERENCES FOR THE PHOTO SCANNING |
Week_03 | CONCEPT IDEA & REFERENCING | PHOTO SCANS ALREADY ALIGNED AND READY TO MESH |
Week_04 | PRESENTATION BASIC SCENE | 3D SCENE BASIC OF THE LAYOUT OF THE SCENE, SIMPLE ANIMATION, AND MOCAP APPLIED |
Week_05 | 3D LAYOUT | LAY OUT OF THE ASSETS ON THE SCENE |
Week_06 | 3D RETOPOLOGY | RETOPOLIGISE THE ASSETS, TO REDUCE THE POLIGON COUNT AND MAKE THE SCENE LESS HEAVY, BIKE, BRIDGE, AND TREES. |
Week_07 | 3D ASSETS PLACED ON THE SCENE | PLACE THE ASSETS ON THE SCENE WITH THE CHARACTER NOT YET ANIMATE |
Week_08 | MOCAP CHARACTER | APPLY THE MOCAP, TO THE 3D SCAN, OF ME AS A TRAVELLER. |
Week_09 | TEST / SIMULATIONS | CHECK HOW EVERYTHING LOOKS ON THE SCENE. START WITH THE FIRE AND SNOW SIMULATION WITH BIFROST |
Week_10 | SIMULATIONS | KEEP WORKING ON THE SIMULATIONS. |
Week_11 | SIMULATION PLACED ON THE SCENE | PLACE THE SIMULATIONS ON THE SCENE WITH THE REST OF THE ASSETS. |
Week_12 | RENDER & LIGHTING | SKY, FOG A LIGHTING FOR THE FIRE, AND SHADOWS. RENDER THE SCENE. |
Week_13 | COMPOSITING | BRING THE RENDER TO NUKE AND COLOR GRADING, ADDING THE LAST DETAILS. |
Week_14 | PRESENTATION | FINAL OUTCOME. |
Idea:
- The idea comes from a Vfx competition created by Pwnisher a VFX artist that use to work in Corrido Crew a VFX company.
- The concept will be a simple animation focused on the render, and Its different elements on the scene making it photorealistic.
- Using photogrammetry and Lidar, I will fill the scene with the elements that I will need to compose my scene.
- In addition to the scene’s various simulations.
- Single shots of interesting areas in the scene like the simulations.
References:
- Basic concept: https://www.youtube.com/watch?v=iKBs9l8jS6Q&t=279s
- The idea of using photogrammetry, panos, and Lidar: https://www.ea.com/frostbite/news/photogrammetry-and-star-wars-battlefront
- Samples: https://www.youtube.com/watch?v=Tc1stc-SYzA&t=590s&ab_channel=pwnisher
https://www.youtube.com/watch?v=B1hCKI-dv44&ab_channel=SekaniMotionDesign
https://www.youtube.com/watch?v=4gxYqS4bZTk&ab_channel=pwnisher
Softwares:
- Unreal Engine
- Maya/ Bifrots
- Sustain Painter
- Nuke
Things to photo scan:
- DAVE: he will be the main character.
- PROPS: Backpack and axe, to put on the backpack.
- VEHICLE: DAVE’S motorbike
- ENVIRONMENT: Trees, a destroyed building, a bridge.
The images below show a small workshop I run to explain one of the tools that I was using for my projects called the Lidar scanner.
The things I scanned for the Traveler project:
Planning of the motorbike scan.
Planning for the scan of one os the states I wanted to add to the scene, later I decided it wasn’t really working with the environment.
The main character Dave the Traveler, Is one of my colleagues at work. I chose Dave because of his experience with the outdoors and traveling. The scan includes a backpack and an axe as extra scans. These two props were chosen for the project because they are related to the environment. The 3 scans below show how you see the Traveler inside of Reality Capture, the software I used to align all the images taken to create the 3D assets for my project.
The next few renders that you will find below are from Arnold Maya, Alrady textured with an AIstandar Surface, which will give the material a soft shine on the jacket. Although this material will not be in Unreal Engine, We will create the material inside of Unreal Engine. These renders are just an example of how the Character looks in Arnold.
This short recording shows the quality of the scan already in the scene.
The video also shows the snow particles system I created for the environment.
Motor Bike, in Reality Capture, without textures, and with textures.
Renders of the motorbike in Arnold Maya.
The bridge without textures in Maya
The bridge used in the background on reality capture. All the white rectangles are the different camera shoots taken to create the mesh. I used Reality Capture to reduce the polygon account, from 1b to 500k. Then I wrapped and textured. exported as an obj.
Turn table of some of the objects scanned.
Gallery Layout of the first scene:
First TEST VIDEO: Camera Animation Testing
Snow Particle system: blueprint.
Fog particle system: Blue print.
Character Animation and Rig inside of Unreal Engine 5
Animation Graph in Unreal Engine 5.
Second TEST VIDEO: Snow, Wind particle system. Camera animations were applied, and 5 different shoots.
Third TEST VIDEO: Fog particle system.
Fourth TEST VIDEO:
Fifth TEST VIDEO:
Sith TEST VIDEO:
Breakdown:
Lost Traveler sound effects and music