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Week 4/5 – Matchmove and setting up Maya Scene

After receiving feedback on the Matchmove from last week, I decided to retrack the footage (frames after 450). However, I encountered difficulties when trying to track the missing frames due to the lack of distinguishable points. To address this, I tracked more floor points instead of corner points on the right, which were confusing the software. I also added more points on the floor and stairs to improve accuracy. To address the issues with the flat line in Deviation Browser, I had to re-track the points from the right wall in the first frames. I noticed an improvement as the horizon moved closer to the floor. I then adjusted the horizon line further using the move point origin, align points to the three-axis and manually rotated the tracked scene in 3DEquilizer. I exported and tested the scene in Maya to ensure alignment with the Z axis. This made it easier to create block ou and import models, as I only needed to make slight rotations to the assets (the floor plane was completely straight now).

Updated points in the scene.
Adding multiple points at the bottom to stabilise the shot.
Horizon Line
Camera Movement
Aligning the scene with the three axis.
Aligning the scene with the three axis.
Tracked points in the 3D space.
Full Matchmove

I started creating a new Maya project because the old one was no longer accurate after the tracking was updated. To create the actual Steampunk scene, I began by replacing the walls on the right to avoid a cut-off effect in the final frames. For cinematic lighting, I placed the primary light source (‘Sun’) behind the window and tried adjusting reference lighting from the previous block out. A large window on the right, wrapping around the corner, was added to enhance the art deco/steampunk aesthetic. I included a curved wall to maintain soft lines and create an interesting composition. To add more broken light sources, Dom suggested adding window frames and steam or dust particles.

Render v02
Trying to create my own HDRI with the original footage.

We continued working on the Asset Padlet Board, which helped me adjust the block out to the designs created by the Look Dev Artists. Since Roos took over as CG Lead, she has been assisting me with artistic choices and creating block-out references. I also explored the IES Library to recreate light from the footage, but I was unable to find a light type that would work in our Maya Scene. As a result, I used standard Area Lights instead.

Assets Padlet
My section

During the project meeting, we presented our current group work in progress, including the WIPs of our first models and the draft layout of the scene. To help with adjusting asset sizes, I created a naming convention and scale references based on the test scene. Roos created a folder in Elements for everyone to upload their models, which will help me manage the project since I am working on it in the Elements folder due to its large size. Following Gonzalo’s advice, group members were instructed to upload ABC files. However, we later changed this to a MEL file and a source texture folder since ABC doesn’t support textured models.

FTrack feedback

Steampunk Project:

  • Looks great! Looking forward to see the next version:)
  • Please remember to do the full lenght .

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