The Lonely Mountain
Thursday, 20 March 2014
Tuesday, 18 March 2014
Early compositing look dev
Monday, 17 March 2014
Sunday, 16 March 2014
Mountain development
After working out the texturing pipeline I started modelling mountains. At first distant mountains and the when we decide against having any the looney mountain its self. I looked at real mountain reference swell as folded paper. Here is pictures of some of that development! The techniques ranged from 3D in photoshop using black and white maps to different techniques within maya.
So I spent weeks and weeks developing my lonely mountain with a lot of failed attempts and here is some development of that.
Firstly I tried to create the mountains using 3D in photoshop. You do this by using a file with a transparent background the using the 3D tab, filter,render Difference clouds.
Then using 3D, new mesh from grayscale you get above ^^ in the 3D workspace. You can edit the shapes by changing the grayscale image the proportions of black and white change the shape. the whiter the mark the higher the point.
When you bring the displacement map into Maya and put it onto a plane it looks like this ( can only see in the render initially ) Have to make sure it's mental ray. Then when your happy with the render you can convert the displacement map to polygons.
If you edit the blacks and whites of the displacement map you get different shapes. I decided this wasn't going to work for our mountains as they were to rounded. and not papery enough.
This mountain was done by simple pulling the vertices from the plane up. However this still wasn't giving us the shape we were looking for.
After doing some referencing using real paper folds we started getting closer to what we were looking for a nice papery look.
These mountains have a scrunched up paper feel
They were to messy though and two many un structured triangle in the mesh.
They also didn't look right when smoothed.
This mountain^ shows the beginnings of the final models structure. The four main folds with smaller folds in between.
This is the beginning of the final mountain and shows how it developed combining parts of the pervious models. Making sure to make the edges really hard and straight.
Texture maps
Some photographic pointy mountains used for reference.
Thursday, 13 March 2014
The forgotten tests
So I meant to throw this up here a while back. Long ago, around the time of the first age, before the 3D fires were alive and burning, I began a rough 2D fire comp test...it turns out it's supposed to be played super fast - LIKE LIGHTNING...but fire instead, so it's not really what we need anyway. Also, there's a few strange artifacts going on that need tweaking obviously. I was also going to look in to having the paper blackening before the fire as well, but I see no reason for it now; thankfully the 3D fire looks like the way forward!
So there super slight differences in the timing here. When it's too slow it doesn't look right, it's supposed to be a fast wipe sort of deal.
This one's slightly slower but it's not hugely obvious.
So here's a few stills to help you get the idea.

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