MS4 -Look Development and Tests

Asset Shaders

For this week since our time was more limited I wanted to get the look development for the assets completely done including the textures. I was able to get the shaders pretty upgraded since last week, which has been a bit of a challenge navigating arnold in houdini because many nodes are not named the same thing. Here is the the updated video of the shader balls.

I’m pretty satisfied with how they look on the shader balls, but what I started to have issues with adding the texture maps to the shader. This mostly took place with my “Kentucky Ave” sign asset because I have a black and white map (seen on the right) that was suppose to be connected to my mix shader so that the white metal could be shown with the red. I tried to trouble shoot this a couple of times, but ultimately it just wouldn’t render anymore. I am going to recreate my hypershade network in Maya to see if I get the result I want and to see if I am plugging everything in correctly.

Test Look Development on Assets

From the assets I have I made test renders on the actual models. These are all WIP in the time of the picture and I plan on resolving all my issues by Tuesday this week. I am probably going to change the color of dice to a red plastic to make it pop off the board some more suggested by Sumedh.

Here is the maps I used on the assets seen above. I have only tried to put a little bit of detail since with our scale of the scene most of the smaller assets will be barely in frame. The other assets that will need texturing is the money bags and the money. I am currently waiting for the money bags for when Mason is satisfied with his soft constraint sim that he is developing for the money bags. With the money am going to scan our monopoly money to create the texture and color or the money.

Shader Attributes

Other Updates

I have set the cameras in the Maya scene we have, but after exporting the cameras to Houdini, and Kiersten lighting our Shot 2 we think it that it Houdini is not reading our cameras correctly. So I have redone the layout in Houdini to see if that helps with the lighting. Then we are going to set up our render layers and start test composting. I really want to work on the blend of the shadow, reflection, and the glare for the comp as soon as possible this week. We will also get our animation locked this week, so we will have better previs of the FX simulations as well. And, hopefully by next update have a bunch of test comps.