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@sebastian3d

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The Crooked Tree, in a presentable poster format
Compositing WIP of the second last shot.
I used the same snow shader, rendered the background hills and mountains in separate layers so that i can put fog and clouds in between to create depth.
I'm planning on adding slight windy snow hitting the trunk from the side.
i did some more work on the lights in the snow scene since i'm not using maya's physical sun & sky for night lights. here is an improved comp with the new snow shader, stronger directional lights + shadow, an area light to bring out the specular details in the snow, a few bounce lights to fill the dark spots and the same IBL around the entire scene to give that blue, cold feeling to it all.
render time was around 3 minutes for foreground and background layers and 40 seconds for the mountains.
i did some practice on the snow shader itself. using a simple blinn-material, adding a granite procedural texture into the specular channel, and a fractal into the bump channel seemed to make a pretty fine result. i also want a Journey inspired look on the snow so i put together some glow in nuke for the post composit. the result filled me with satisfaction.

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i've been working on cleaning up all scenes, adding the rest of foliage/background trees and background mountains/hills. at the same time polishing animation so that it's good enough.
here is a test composit of the crooked tree during the snow scene, which is manually lit (direction light, area lights and one IBL)
7 sec: here's a really short animation of stuff comped together + bonus sounds
comp test
general look of all layers comped together. adding: more grass, rocks and flowers to the near plane, noses to the background trees.
the pictures of sky i took fit so well as the background sky. it's layering on top of the tone from maya's physical sun&sky. zblur added in nukeX.
i also need to make another version of the background hills after the storm when everything is covered in snow.
tried a quick render and zdepth comp of one of the trees + grass
started putting in some grass and stuff to fill the scene
this image is 1080, so the render time was around 3minutes which isnt too bad.

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between finishing the animation, i went on to just get some background mountains ready. gonna need to make a few more thougn so i can finely composit a nice horizon of mountains for the backgrounds.
i'm also looking into grass as well so that I have some sort of idea how to organize my scenes ready for rendering once the animation is finished.
as an update on animation, i'm now polishing animations for the crows, what's left is looking over tree animations which are pretty simple.
Scene 04 v14 - The Lumberjacks
The animation still needs a few tweaks and i need to fix the prints in the snow.
This part of the production took much longer than what i'd anticipated, but i think i might be okay for now.
Scene 04 v08 - The Lumberjacks
Here's how I do the process of animation:
I started blocking out the first poses and walk cycles, some with stepped and some with linear keys. As long as I can ignore all invalid keyframes, linear keys works fine to me to be able to work out how the timing and motions are gonna look. I started with moving the CoG controller in it's directional axis, then the feet's IK controllers to follow it. After that I fix the CoG's weight and then it's height movement in Y. The spine is controlled by an IKSpline controller so I can do a sort of micro squash and stretch movement. Then I animate the arms and hands and then the neck. I also fill in the foot rolls and toe movement as i go along.
After completing a stage, I render out a playblast and view it to myself and others, and i start at the beginning, fixing stuff i notice look weird and wrong and work my way through the playblast. Then I do more tweaks > render out a playblast view it to people and so on. Until I simply cannot spend more time on the scene.
3/4th of the shots edited together to a previz/roughly animated version.
As I animate the shots from my shotlist, it really helps to already set up the cameras and output some playblasts in order to edit together the shots as they will look from the final render. With this I get a better sense of what's going on when and which shots to put in different scenes as it requires other sets of assets, scale and lighting. For example, the main scene, where most of the shots takes place is my scene 02, whilst the establishment shot, the shot of the crows coming out of the forest and the lumberjacks exiting the truck are in different scenes. The shotlist has been extremely helpful. Having all shot numbers and camera numbers really helps to get the workflow between rendering and editing/compositing much smoother.
Now I am aware that the duration is already at 1:50 minutes, even without the end shots. I'm probably gonna have to cut down a bit according to my proposal.
Project shotlist

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On time management
Surprisingly, I'm right on track according to my schedule. During the holidays i finished all models and rigs for the characters. These first weeks of january is set out for animating. I pushed the deadlines for the final animation a bit forward when realizing that my animation isn't too complex, and it's mostly about the visual image of it all put together.
My goal is to make all assets from scratch, and put all these pieces together to make something lovely to look at, and for it all to support a story. My goal is not solely animation.
As soon as my animation is all set up, I will start build the rest of the details such as grass, stones and dirt on the ground.
started the crow model. it's gonna be super simple so I won't focus much on details...Â
For the rig i just need to rescale the old rig, and then quickly skin it anew.