The shading on the spacesuit is pretty much done. Some minor fixes and adding some details will be made before we are looking to start rendering. My goal for the materials has been to keep a balance between cloth and still have it look sturdy and treated to withstand some wear and tear. I have also tried to use as much brushed metal as possible since it gives somewhat of an older look and keeps it from looking to much futuristic.
The cockpit scene are about done.
We are currently waiting for the render of our main character that will be integrated with the scene.
The camera of this scene will be a point of view from the eyes of our astronaut.
All geometry of the cockpit are modelled, Uv mapped, shaded and lighted with Maya, exported as fbx and the imported into Nuke. I tried to light up the entire scene within Nuke, but the lights and shadows within nuke are not that accurate and does not support secondary bounces.
To be able to get a proper shading, lights and shadows into Nuke I baked the lights in Maya into a texture and applied it to the models within Nuke.
The screens of the control panel are all created with Photoshop and saved as psd files.
In Nuke I break out the layers, graded everything and animated the parameters with a couple of expressions. To integrate the control panel screens with the rest of the cockpit I created some planes in Maya with the correct position and UV-mapping and imported it into Nuke and applied the Control Panel screens as a texture.
I first tried to generate the glass reflections in Maya by recreating the nuke scene, the entire scene looked almost identical to the one I have in Nuke. All the reflections on the window turned out all weird, there was a lot of unwanted artifacts and the result were not even close to what we wanted.
To get around this problem I managed to create the reflections in nuke.
I used a node located a bit down in the node tree, flipped it upside down and projected it into to the window. Then I used the grid warp node to get the projection to match the shape of the window.
To add the final touch I blurred, graded and used a roto to fake the fresnel effect.
The space view are the same scene as the space scene(scene 2) but with some modifications of grading, positioning and of course without the spaceship moving towards the planet.
As usual feel free to give us some feedback and comments.
The Modeling of the spacesuit is now nearly finished, only smaller parts and details is left. I have started texturing on the cloth parts and most of it is finished. Whats left is baking maps, shading and making materials for the parts that will not be textured. The scenes with the spaceship is nearly finished rendering and hopefully the spacesuit will be finished in time so that we can continually render until our proposed final.
The Spaceship is now finished and we have now began rendering the scenes with the spaceship. The modelling took a bit longer then expected so the texturing step suffered a bit from it. But now everything is finished and I can move on to the spacesuit.
The space enviroments are almost finished, there are just some rendering and final tweaking left to do. Not all the frames of the planet layers are rendered from Maya yet, but the overall look of the planet are about done.
Planet, clouds, atmosphere and moon.
All of these parts got almost identical pipeline for the scripts.
I used flat diffuse footage of all the elements and used the Position to Mask gizmo with the world position channels to relight the rendered footage.
I chose to use the relight method to be more flexible and get more control of all the lights if something needs to be adjusted.
I made the northern light footage in After Effects. I began with creating a black solid layer and applied the effects Fractal Noise, Levels, CC Light Burst 2.5 and Tint.
By modifying the effects attributes I managed to to get a pretty desent look.
When I was done with the desired effect and animation i duplicated the layer and gave it a purple tint and applied a screen operation. By using two layers with green and purple colors I could do some final adjustments to get some purple tints in the green colors.
I Applied the Northern Light footage to a sphere in Nuke and removed unwanted parts with a roto.
To enhance the look of the Aurora I used my IDist_Noise Gizmo i created earlier with some scripting help from Anton Stattin. The IDist_noise gizmo are a gizmo that contains the IDistort node and other nodes that is useful and userfriendly controls.
I used the particle system that nuke have to generate space- obstacles and dust.
I used the framehold node to prevent the particle emitter to burst out unwanted particles.
Since the last post we have planned a lot and prepared our work with some tests and researches.
Objectives Mathias has focused on.
Mathias have mainly focused on experimenting with the spaceship functions and design. He works after a concept we have made, the final model will look a bit different to our concept due to new ideas.
We have decided to not build the spaceship exactly as the concept, we are mixing and adding some elements from our references. The engine will be able to transform between flight- and hoover mode.
Objectives Aron has focused on.
Aron have mainly researched and ran tests of how to make a realistic custom made earth-like planet and started with the produce matte paintings for the planet environments.