So in my last post I mentioned that we’ve been doing some quick one-week crash courses. Along with the texturing week (which will feature a little here), we also did one on compositing! It’s been a lot of fun learning some of the main features of NukeX, and slapping a rendered asset into a live scene is a really good skill to have.
So during the texturing week we were given a model our tutor made, which he affectionately refers to as the Necrolich. We were basically told to just ‘go nuts’ since this was our first time touching substance painter (even before the urinal from my last post), so this really represents my efforts to just understand how that program works.
That said, I think what I ended up with is pretty snazzy.
We were given the below plate to work with and had to track a 3D camera to render out the asset with, then remove the markers and composite in our rendered asset. We were also given some photos (like the one below) to make our own IBL from for rendering.
Unfortunately I made two fairly major mistakes prior to rendering, which I didn’t have time to fix once they were caught – see if you can spot them in the video below.
Did you spot them?
The first was that my track wasn’t as good as I’d thought, so the head is kinda floating around a little bit.
The second is a little harder to spot. The IBL is actually facing the wrong way! I assumed that the photo for the IBL was taken from the same angle as the plate was shot, but it’s about 90 degrees out of phase! As a result, the reflections of the roof are somewhat impossible. Oops!
Also I said there were two mistakes – there was a third one too. The shadow catching plane I placed under my model was visible in reflections (despite that being turned off in the attribute editor) so the bottom of his face is black as a result. I’ll have to do some more studying to figure out why that happened, but it was too late by the time I got into compositing to deal with it.
Just goes to show how important test renders are, huh?