Friday 25 March 2011

Final Images and Final Thoughts

This is a post that will show the final images from the edit of all the scenes. I will talk about each shot on what I think about the outcome and areas I would maybe try improve on if we had the time. The images are not in any order:

First images is a image of the last shot and last frame of the film and I think it was a really successful shot where everything came together and really showed how we improved during the completion of this project.


For some reason in nuke when we tried to blend the outline with the footage there was some ghosting with the ambient occlusion layer which creates that faint white line around the mesh but its only on some of the frames and adds to the image.





 I am happy that Steph was able to render out the shadow on the wall which I created whilst lighting this scene I  really wanted a defined creatures silhouette.


The stair shot (below) was the first shot that was animated, tracked, lit and rendered and I really think this was a very successful job! Everything came together well, there was some problems with render layers as we had to work out a way to get the shadows on the floor but I think altogether it was a very good job!


The corridor shot (below) was the quickest shot I think we did as it was only 48 frames with very little movement. But I think we got it to suite the footage well. However Greg thinks if he had the time to rework into it, he would play with the depth as the creature to him seemed abit big.


 Below are two images of one of my favourite shots we created. The lighting was fun as I wanted to create some contrast over the face and really make the creature look scary! Also I worked into the shader of the glass to be visible but made sure it didn't take focus off the creature. I am Happy with the shadows as they fit with the footage.



I really wanted to show of the model in this shot by using lights to cast shadows but highlight from the front really created the look I was looking for.


Above is a image from the shot with the creature in the corridor. We had some problems with this shot as the shadows or something with the render made it hard to roto out the creature but Steph worked around it and fixed it up nicely, we lost some of the density of the shadows I wanted but still works well.


 The Render farm smash, was most likely the hardest and longest shot we worked on. I am so happy with how it came out. The creature looked good with the footage and the objects fitted nicely also. The glass animation was abit feathery on the landing but still came out really effective and really gives some great action to the film.



The atrium (below) was a fun and strange shot to work with as we had to work with different animations made separately as we had some problems when bringing more rigs into the scenes. The shot came out really well. I am happy with the lighting and the final scene I lit was the creature smashing through the window and it seemed to stand out with extra highlights and shadows to frame the action.



 The glass shader worked really well! Steph really worked hard with the rotoing of the tree as there was so much passing through it.



The balcony shot! This is most people s favourite shot. I really enjoyed lighting this shot and creature the contrast with the lights as I showed earlier during my blogs on how I lit this scene.



For this shot I worked alot in aftereffects also as I added a zoom in on the face as well as blurring the camera as it came in and when the camera spines away. I also added blurr as we zoom in to create a more realistic feel.


The only thing I would fix if I had time would be to fix the shadow on the wall. For some reason when rendering the creature there was some problem with the shadow. So due to on coming deadline we had to keep with what we had, but then there was an extension so if we knew we would of fixed that but either way we are very happy with the final effect. The lighting worked great as he puts his head underneath the pillar above his head.



The Media room. This was a great looking shot at the end and really worked well. One problem was with the tracking. The camera walks forward and was so hard to track that it jumps quickly. But other than that works really well and the final image looks good.



The image below shows the creature nicely and I am happy with the depth of the creature in the background as I think it added to the scene having the other one in the background not closer to the door.


My death (below). This was definitely the hardest shot for all of us. For me the lighting was confusing as I didn't want it to get lost and not seen but not to bright so I used the lighted area on the left as an excuse to light up the creature on the left side. Also pretending to get jumped on and killed was tuff.

Tracking for greg was a nightmare due to have nothing to track that would give information on depth or points that can be tracked!

Finally for Steph it was a task to roto me out when needed and try match the renders up with the footage.




No comments:

Post a Comment