Re: multi camera projections
| Date : Wed, 28 Feb 2007 08:45:33 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: multi camera projections |
New dawn, new day, fresh ideas. Bad breath with a funny taste, tho... SoI´m trying to come up with something easy to (p)reset and digest.
Is there a way to have something like a "Texture reference object"? That´s a Maya term, describing the link of a static object used for projecting textures and UV coordinates and having those magically appear on the deforming mesh - without having to explicitely transfer.
As an extra asset, would XSI´s hierarchical editing mode, e.g. the modeling construction, shape, animation and secondary shape mode allow to have a system that takes the position of an object at the current time into account? Frame 1, projecting through camera 1 and blending the result with a projection on frame 10 through camera 10, even thought there´s deformation or movement?
The advantage would be, simply, you have a turntable starting at frame 1 with the basic pose and the character is moving it´s arms so you can add "makeup" under his armpits at frame 10. Like using the deformation test to splotch on colors that fit it.
As I said, that´d be an extra asset - most likely using wheightmaps?
First, I´d like to get the mattepainting workflow nailed (ahem, copied). Here´s an article that has another nice implementation or usage described:
A-mazing, CafeFX using XSI, the bit about "crazy legs" on page 2: http://features.cgsociety.org/story_custom.php?story_id=3940&page=2
Cheers
tim
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, February 27, 2007 10:18 PM
Subject: Re: multi camera projections
Hi guys,
thanks for the suggestions. Peter´s workflow is similar to what I´d do with ZBrush/ZAppLink to Photoshop, it´s just that this time there´s loads of objects, instances and no good UVsets.
Coming to think of it, I guess what I really am after is a way to keep the projections "alive", blend them using the painted holdout mattes and only rendermap if absolutely neccessary, saving on having to unwrap all those many little bits and pieces.
Stupid enough, I´m sure I had an appropriate shading network preset for this fiddled together allready but I can´t find it anymore.
Must be on backup somewhere, the entire process was inspired by Jeremy Pronk´s Projection shader www.thereisnoluck.com
It´s most likely that mine was not that elaborate, thought. Oh, I don´t know. Maybe I´ll just take a brake for today...
Cheers
tim
----- Original Message ----- From: "peter boeykens" <peter_b(at)skynet.be>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, February 27, 2007 9:56 PM
Subject: Re: multi camera projections
the workflow I used in the past was to create a good UV projection for the object.
and one camera projection per photo.
rendermap each photo to the uv projection,
layer them in photoshop and paint the blending there.
it required some back and forth between photoshop and XSI while painting, but it wasnt too bad.
you could paint a vertex map or weightmap for the blending of each cameraprojection in XSI, rendermap them too, and bring them into photoshop, in order not to have too much trial and error while painting...
----- Original Message ----- From: "Tim Leydecker" <BauerOink(at)gmx.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, February 27, 2007 8:27 PM
Subject: multi camera projections
Hi there,
I know this has come up before but I can´t find it in the archives...
I´m looking for the best way to mix multiple camera projections and successively baking them into textures without destroying the results of the previous projections, either by limiting the effect to "facing" geometry or by painting an additional holdout matte for areas that shouldn´t be affected in re-baking.
Obviously a workflow inspired by anime/cell/matte painting.
Great examples (some even used XSI) would be in the Animatrix and Final Fantasy (3d) films, it´s that what I after, technically at least...
Cheers
tim
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