I Like You

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Shooting diary of the short film I Like You, by Xuan Prada.

"Here is the story that Romeo would have given to Juliet, Charlie Brown would have given to Snoopy, and you can give to some very special friend."

August 16, 2010 at 4:55pm
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Prop Toy robot A.

Last week I started to work on another prop for the first location of the short film.
This time the model is a Robot toy built with different parts of different garbage objects.

Next time I’ll upload some advances.
Regards.

August 14, 2010 at 11:23pm
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Props shading & texturing pipeline.


click to enlarge

01 - Uv mapping
Execute the mapping of each and all parts that compose the prop.
Try to make the most of the space for the UVs, making sure that all parts of the prop keep the same scale.
Try to group the pieces that share the same material, keeping together, for example, the metals, the woods, plastics with the same color, etc.

Only if the prop is really important and requires an extraordinary detail level, all parts of the prop will share a single UVs set.

02 - Color study
After using a render in gray or ambient occlusion, take the prop to Photoshop and paint over it considering the artistic directions to be followed or the color concepts. Estimate if the color pallette is valid or not and then the Shading Artist propose changes if necessary.

03 - Shading study
Using the neutral lights set, create and configurate the different shaders that will be needed for the prop using also the plain colors and none types of bitmap. Each shader is tested in a sphere and the shaders are saved on their contact sheet. When the prop shaders are created, export a library with the correct nomenclature and save it on the correspondent directory.

04 - Material study
Make a detailed study of the material properties.
Basic questions should be answered such as “what are the differences between this material from others?”.
Follow the document “interview with the texture”.

05 - Visual details
Study the small visual details that will compose the texture maps.
Consider where the scratches will be located, rust, dirt and all kind of details that may compose the prop.

06 - Cluster division
Split the prop in as many material clusters as needed.
This will, it should be created a cluster for each kind of material, perfectly named, with the same nomenclature as the shader related to the cluster.
The result will be clusters for metals, plastics, woods, etc.

07 - Texture maps research
Investigate all the different options of texture maps that will be needed.
You could have bitmaps or procedural maps.
Search or compose both kinds of maps ttat you will be working with. For that you will use the procedures of the different software or texture libraries.

08 - Bake texture maps
Execute bake textures of everying that requires so.
If procedures of other softwares are used, execute the baking as well to have them available at 3D Max.
Also execute bakes of dirt maps, dust maps, procedural maps, IDs, etc.

09 - 2D painting
Paint all the maps needed in Photoshop.

10 - 3D painting
Starting from zero or with the base created on step 9, paint in 3D using Body Paint and/or Mudbox.

11 - Still render
With the shaders and the textures applied, execute a render of a photogram using the neutral lights set with the goal of a visual feedback.

12 - Turn around
Once satisfied with the results, execute a turn around render.

13 - Directors revision
The director approves the results or gives feedback requesting changes.

14 - Approval
The shading and texturing job gets approved.

15 - Retake
Changes are needed based on the director’s suggestions so you should go back to step 09.

17 - Generate versions
Once approved by the Director, create medium and low versions for the texture maps as well as for the geometry.

18 - Next department
Model already texturized for the next department, probably scene composing (to be defined)

August 6, 2010 at 12:47pm
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Guilty secrets.

Useful information to apply on this storyline.

Reframing social taboos as design opportunities

Social taboos suppress discussion of many details of life: bodily functions, sexual problems, and other socially stigmatizing conditions. Discomfort with these topics compromises our health and short-circuits our quality of life by keeping important information in the dark.

Taboos create social isolation. When forced to navigate forbidden areas, people often find that they have little information and are reluctant to experiment or explore. From a business perspective, this may translate into untapped opportunities — “ugly ducklings” that aren’t sexy on the outside, but extremely rewarding if tapped in the right way.

How might your business acknowledge taboos affecting your industry, and turn these constraints into opportunities?

Continue reading.

July 26, 2010 at 10:41pm
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Prop stove shading.

I’ve been working on shaders and painting some textures for the prop Stove. In the end it was a bit difficult since is the first object I texturized using Vray.
I still haven’t decided wich render engine we will be using but Vray is one of the candidadtes, so I’ll have to prepare the shaders for this `prop with other render alternatives we have available.

As of now, I’ll leave you with a work in progress.

And here I show you a screenshot of the texture files structure.

July 17, 2010 at 12:16am
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Sand material.

Today I’ve been working on another important shader for this production; sand.
As the same way like the snow, must be simple, procedural, cartoony, fast to render and nice.
Well, show below some render test and the process to create this shader in Vray.

Note: I worked on this shader in Mental Ray, I’m using the same procedural maps. It means that you can use the shader in both render engines, just need to change the options of roughness and reflection.

Click images to enlarge.

July 15, 2010 at 10:50pm
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Prp stove UV mapping.

UV mapping completed for this prop.
I think that having a good UV template is extremely important for the final look of the shaders and textures. Well, now it’s ready for texture painting.
I’ll post more advances soon.

10:39am
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Prp stove retake 001.

With this little retake with just a couple of changes in the mesh I completed the model of the prop Stove.
Now is time for shading & texturing department.

July 13, 2010 at 9:55pm
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The Butterfly Circus.

Someone talked to me about this amazing and very inspirational short film.
Really well done and in the same style as “I Like You”.

6:57pm
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Snow shader test.

I have been wasting my time creating a simple snow shader. Must be plain, fast to render, procedural, cartoony and nice of course.
It’s ok for now. Maybe the next day I’ll have another chance to improve it a little bit.


Click images to enlarge.

July 11, 2010 at 10:23pm
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Adding snow to Prop_stove.

It snowed in the location.
Because of that this prop has a bit of snow over it.
Click images to enlarge.