Showing posts with label modelling. Show all posts
Showing posts with label modelling. Show all posts

Layer Upon Layer Upon Layer

Posted Sunday, January 13, 2013, 12:10 PM


I first saw Photoshop when it came free on a coverdisc on a magazine and my friend Dion installed it on his PC, back in the early 90s. He thought that I, as an artist, would find it useful to create some of the artwork required for our little projects. But after opening it up I was mightily confused. This was probably version 2.0, and it did not come with a manual (before the Internet, before PDFs, physical books were the only way manuals were provided). I was completely lost by the multitude of buttons, tools, menus, and icons. Where do I even begin? So for the first couple of times I scribbled colourful swirls and then just sat there. I couldn't figure out how to do straight lines, the mouse had no easy way to draw like a pen, and so clumsily I moved the pointer around a few times, achieving nothing.

It was about five years before I opened up Photoshop again. I had just been hired as a website designer for the first time, and I was completely new to the specifics of that job. I was hired solely on my artistic abilities and my familiarity with computers, but had no specific experience with HTML or Photoshop graphics. So I was allowed about two months just to familiarise myself with both those things.

Now I had a purpose for using Photoshop. I was given a Wacom drawing tablet, and with a goal in mind could go through all the steps to achieve an image. How do I create a box with round corners and highlighted edges? How do I create a drop shadow, a gradient, or coloured text? This was version 4.0 of Photoshop, so certain things did not exist yet - no multiple Undo, no auto dropshadow and glow (known as Layer Styles), no Batch Actions. But I had a manual, I had a few excellent quality guide books, and a mailing list of Professionals including some Adobe employees, all of whom were really helpful.

And the key to using Photoshop effectively is understanding layers. Unlike drawing or painting, where you're stuck with a single sheet of canvas or paper to just pile stuff on top of itself, with Photoshop you have individual layers which you can move, erase, recolour, distort, fade transparency; an infinite amount of adjustment, for each individual small part that you choose. It's a fantastic way to create.

Over the years I've learned a lot more about Photoshop, that there are multiple ways to achieve the same thing, that each subsequent version adds features that make some jobs a lot easier, it integrates better with Adobe's sister-products, and evolves and adapts to be useful for new technologies.

And one day I had to learn to use another of Adobe's products, called After Effects. When I first used it, I didn't understand just how powerful it could be. It seemed like a fewer-featured Photoshop. But in fact its role, to composite different video elements together for Visual Effects, requires such specific tools that comparing it with Photoshop is futile. After Effects is its own thing, and arguably even more powerful.

But one similarity, that it uses even more effectively than Photoshop, is its use of Layers.


I am slowly working my way through each shot for my Steampunk short film, "Eleanor Xandler: Temporal Detective," mostly in chronological order, and have just completed one of the most complicated shots of them all. And that's because it's a shot I didn't actually film on the shoot day. I realised, after looking at the rough edit, that there were a couple of shots that I really needed in order to transition from one shot to another effectively, and I had not thought ahead enough to have filmed those shots, so I wondered if I could make them up using what I could find amongst the clips I had.

One particular shot was from after I had called "Cut!" and the actress playing Eleanor, Sarah Breen, looked over to me to check if I was happy. That glance was all I needed to convey what was required, so I had now found my missing shot. Simple. But there was another shot I needed that was vastly more epic, and luckily this is where shooting on greenscreen, and having plenty of Behind-The-Scenes photography, each come in handy.

I wanted an Establishing Shot, one that shows the audience the location where the scene takes place, and orients them to where the characters are standing in relation to each other. I hadn't thought to film such a shot, because in my head I knew where everyone was. But that's not good enough, because of course I know, it's my story. I know plenty of things that the audience do not, it's my job to make sure all of those things are conveyed where necessary, be it through dialogue, performances, or editing. So now I had to create a shot that told everyone where my two characters were actually standing.

And where they're standing is in a huge dark smoky warehouse, filled with junk and decorated by 1880s style structural architecture. I had to create an over-the-shoulder shot of Eleanor entering through large doors, pointing her weapon at the Professor who was at the far end of the building, all while showing off how large and beautiful the warehouse was.

The warehouse 3D model had already been built, as an exterior and in preparation for all the interior shots that I was going to composite, but only in a limited fashion. Only build what you need, as anything more is just going to slow down the process. Well, now I had to expand on that, as this additional unplanned angle meant more of the warehouse would now be seen. I added in extra features, including a spiral staircase, an extra wall, a couple of piles of junk, and additional detail on the interior skylight roof.

During the shoot I had a B Camera, which is a second camera recording the shots from different angles and framing, giving me extra footage I can cut to should I need it. One of those shots was almost an over-the-shoulder of Eleanor, except from the wrong side, and that section of it was only 30 frames long. I needed 100 frames at least, but I clipped the shot out, flipped it to match the angle, and then stretched and reversed the shot a couple of times to extend its length. This can sometimes be glaringly obvious, I've seen reversed shots in feature films before and there's a few physics giveaways that you can spot sometimes (a turn or a blink in reverse looks slightly peculiar) so in order to hide the trick I made sure the part of the shot that was Eleanor would be completely out of focus with the depth of field.

In the far distance is the Professor. None of the shots I had of the Professor were full length, they all cut off at his knees or higher. Extremely luckily there was a single photo taken amongst the Behind-The-Scene images which included the Professor's legs, so I grabbed that, flipped and scaled them to match, and then animated them to match his movement, which wasn't much but still had to be done.

Unfortunately the angle of the Professor shot didn't match the perspective I needed, which was most obvious with the Console Panel he was standing at. So I had to replace the console with another BTS photo, which meant I had to cut around the Professor's arm (a technique called Rotoscoping) so that it looked like he was manipulating the controls accurately. The side of the console prop also has no surfacing, so I had to fill in that blank as well.

The warehouse is full of smoke, steam, and dust, because this is Steampunk and that's what the goggles are for, so I had to layer in not just multiple instances of atmosphere, just like if there had been a smoke machine on set, but I also had to include the shafts of sunlight that came through the door and skylight.

Couple all that stuff with the camera move, which is a pan down from skylight to Professor, that I had to track and match, it makes for a very complicated shot that should, in viewing it, go by quickly and seamlessly, and convey exactly what I wanted, that the space of the building is so big, and this where the characters are standing.

Evolution of an Airship

Posted Friday, October 26, 2012, 11:20 AM

When I decided to make my first short film, Eleanor Xandler: Temporal Detective, I knew immediately I would have to film the entire thing on greenscreen. I wanted to have real locations, but that was just so difficult and complicated to achieve as they had to be so specific in their look, and there was at least one part of the story that had to be on greenscreen anyway, that it made sense to just shoot everything in one place and fill in the backgrounds later.

There are flaws with this approach. When it's been done before in the past it has had a spotty success, and this is from professionals who really know what they're doing. Films like Sky Captain, the Star Wars prequels, Lord of the Rings, and King Kong, all have at least some greenscreen in every single shot, and a few environments that are entirely digital from top to bottom - and yet, to me, it's somehow glaringly obvious. Something about the compositing, the lighting, the staging, the artificiality, I'm not sure what, gives it away, at least to me. Even Avatar was convincing only a few times.

This gives me hope. My compositing skills are not ever going to be at professional level quality, but as, apparently, that can be a bit dodgy at the best of times I am in good company.

The first artificial background I have begun creating is for the opening sequence. I figure chronological order is as good a place to start as any. This means a cloud-filled sky, and a Steampunk Airship called The Wandering Star.

My first image is crude and simplistic. That's because I quickly slapped this model together in less than an hour, as a guide to show the cast and crew what we were filming. It oriented them somewhat, and gave them something to imagine was surrounding them as they stood in an endless sea of green.

After filming was complete I began to model the final version, carefully going through it step by step to include as much detail as I could. My normal approach to 3D modelling is to be a bit slapdash, to save time, cutting corners where things won't be seen, trying to find short-cuts to achieve the look I'm after. But this time I couldn't afford to be so cheap with my attention, and tried to give the model all the detail it needed, even if it meant hours of just pushing points around in a mundanely dull fashion.

The above image is a good start, but notice on the image below that there is an adjustment between the two. The windows are bigger, the railing is thicker and closer spaced. That's because I realised the scale was wrong.

I imagined the Wandering Star as a two-person vessel, that being Eleanor and her robot pilot Gadzooks. Therefore space to move could be minimal. She's not going to be playing Shuffleboard on the Lido Deck, after all, but she might have a passenger. I adjusted the scaling to a more logical size, from 25m down to 16m long. This is not only more realistic a scale, it also means she doesn't get too tiny in the shot when the framing shows the full profile of the airship.

I then added in the water tanks. Being steampunk, there needs to be steam. That means a lot of coppery brassy tanks and pipes and whatnot, so I put in the engines that drive the propellers. I also bought a plugin for Lightwave, a handy automatic rope generator that allows me to concentrate on the placement of the rope in a simple string, and it automatically fills in the twisty detail. The ropes do make the model polygon-heavy, which causes a bit of a slowdown, but it's well worth it. They add a level of realism that brings it to life, especially when twisted around the block-and-tackle.

Texturing is a complicated procedure, something I've never been very good at. You have to adjust so many factors to get things looking right that it gets bogged down in maths and angles and trickery that I frankly struggle under the weight of. Colour, diffusion, specularity, reflectivity, occlusion, transparency...

The brass and deck textures are relatively straight forward. Brass wraps around everything evenly, so it just has to be a golden metallic colour applied on all things I have deemed should be brassy. The deck is flat, and can have the texture projected directly from above. But the rest of the objects all have UV maps.

UV maps are when you unwrap an object, especially one with an unusual shape, so that it lays flat within a square page. That way you can apply the texture as a 2D image and it will apply itself to each individual polygon consistently. If you then subsequently move, rotate, or scale the object the texture remains fixed where you want it. But unwrapping each object into its UV shape is fiddly work. The weird shape of the airship's hull means I have to wrap a wooden plank texture that follows the curvature logically, with no distortion or irregularity. Laboriously adjusting the UV point by point is the only way to achieve that.

As I continued to apply the textures one by one I adjusted the model to fit. I'd suddenly have an idea of what should be wood, what brass, to give it that industrial elegance that steampunk requires. The rudder, for example, I was looking at in its plain wooden state and just thought it looked boring. So I added a brass strip and some bolts. Then another. Then some hinged joints. And some cog gearwheels. Suddenly it looked like it actually operated in a mechanical way, something quite elaborate yet logical. I am now tempted to adjust some of the other parts of the ship to match...

This is the final model of the ship, from the angle it will be seen most often, and in profile as it will rarely be seen at all.

Someone pointed out to me that the placement of the balloon causes an apparent imbalance that would make the rear of the ship topple backwards. But hey, it's science fiction. Technically the balloon isn't big enough to lift the vessel at all. I moved the balloon that far forward to give a sense of speed and dynamism to the design of the ship, though most of the time you won't see the ship from that side and it won't look quite so awkward in motion. But if it makes you feel any better, imagine there's a heavy counterweight in the forward hold.

House of God

Posted Sunday, February 28, 2010, 10:56 PM


Since beginning modelling in 3D with any earnest, i.e. after I had gotten over the initial stumbling blocks of figuring out how the hell I can make all the myriad of options available to me in Lightwave actually do what I want, there have been a few things that have been near the top of my "want to try making" list.

I have been lucky enough to have had the opportunity to model very cool, and sometimes intricate, things for various projects, such as a steam locomotive, an old truck, a jet fighter plane, and an Imperial Shuttle. I have learned new modelling techniques, how to texture and light things to be as realistic as possible, and what most of the buttons in the menus actually do.

But there are a few things that I have yet to try my hand at, those that I plan to make, one day, when I have some time to spare. These include a steampunk airship, an accurate mediaeval castle, and a fully articulated robot.

But top of the list has always been to do a cathedral.

Cathedrals are arguably the most spectacularly beautiful examples of architecture in mankind's history, and personally are about the only thing I allow the Catholic Church to have gotten right. With huge towers, embellished with spires, and long vaulted halls supported by tall flying buttresses, and a multicoloured rosette window, they are works of art like no other.

There are thousands of cathedrals worldwide, of various designs, but they all have a standard layout they conform to. After all, if they didn't adhere to certain architectural consistencies they'd just be churches or chapels. But these are cathedrals, the grandest and most impressive of the faith-related buildings, and they have a job to do. Which mostly seems to be as tourist attractions.

One cathedral I was particularly impressed by is St Mary's in Sydney. I had a look around inside and out, and was in awe of its scale. Previously all the cathedrals I had visited had been comparatively small, though still with all the prerequisite features. The cathedral I have decided to base my CG model loosely on was randomly chosen from pics online, but turns out to be one based in Washington DC, called the National Cathedral. However, I am taking some liberties, and fudging the design when it's faster and easier to cut corners.

The interesting thing about assembling the model is how intricate and detailed it looks, but really it's very repetitious, with fancy delicate frilly bits and bold statement parts, all being repeated multiple times, sometimes hundreds of times, throughout the design. That means I need only model one spire, and then can copy and paste it 24 times to flesh out the tower details.

The bad things about this approach include that the repetition can sometimes look obvious; and that the high level of detail slows down the computer display, making adding each new level of detail slower and longer.

But in the end it will be worth it.