Friday, 11 May 2012

Right so I've been going on a retouching jobs that I did for Vincent I also did few more for a few individual that needed their images retouch but unfortunately I cannot post them. Speaking of things I cant post I also cant post any work that I did for Recom Farmhouse which is quite a shame since it is also a quite interesting work experience.

At RF I am a CGI artist and my roles begin from basic modelling and preping cars for renders up to doing a light session with art director - which at the time was Chris Bolten.

The car preparation is quite "interesting" process. Depending on which CAD software the car came from I had to make sure that it is properly imported to maya and positioned. So that if we were shooting a car family - which we did and had 20 models of cars all of them were the right scale, and positioned correctly so we could quickly exchange them and render images. The different hups I had to jump over in this workflow were such as, bugged meshes, bad normals, a multiple versions of bumpers and other parts attached to car - which I had to clear and pick the one the client wanted. Also working with CAD data is quite complicated since the model is made out of hundreds of objects and each of them had to have correct shader assigned on and shaders had to be properly set up so that they all had the right trace depth and so on.

Once a car was prepared the next stage was usually lighting. Depending on the job we either did lighting sessions with photographers, art directions and other interested parties or  we used an already existing light set up and just tune it up to model.

One of difficult tasks that I had to deal in maya was a rendering process. The complex workflow and pipeline of RF its quite hard to handle and it has to be perfect and identical in every case. I can get in to all details but where as in 3ds max and vray I can simply select a render element reflection, refraction and lets say light list for each light in scene in maya I had to do it all by hand and manually leaving a lot of space for error which most of the time I did.

In any case after 6+ months of working for them I'm now confident that I can do it as well as I'm moving my interest from 3Ds max - which I was using since I was around 14 to a Maya which appears to be a very quick and efficient tool for more sophisticated work.

The work at RC taught me a lot of things as to how to be better and more professional. The strict rules of maya workflow make me more edgy when it comes to work and precise. So now once I work on my personal projects I do them the "right way". Meaning do a proper research, prepare my tools to work make sure I can do it and plan it in a way that allowed me to do it as efficient as possible.

Also I changed my thinking fo CGI rendering and I do focus a lot more on technical side of work since if I cant set up correctly my scene and lights I wont never be able to create anything interesting or even what I want to create.

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