Category: Maya
Modelling Hot Air Balloon
- Modeling a hot air balloon in Maya involves creating a 3D representation of the balloon’s shape and structure. Here’s how I model a hot air balloon in Maya:
Step 1: Reference Images
Gather reference images of hot air balloons from different angles. Use these images to guide your modeling process.


Step 2: Create the Balloon Shape
- Create a Sphere:
- Go to the “Create” menu.
- Choose “Polygon Primitives” > “Sphere.”
- Click and drag on the grid to create a sphere.
- Adjust the sphere’s size using the manipulator or the attribute editor.
- Shape Adjustment:
- Enter “Vertex” mode (right-click on the sphere and choose “Vertex”).
- Adjust the shape of the sphere to match the reference images. Scale and move vertices as needed.


Step 3: Add Details
- Balloon Opening:
- Select the top vertices of the sphere.
- Scale them down to create the opening of the balloon.
- Rope Attachments:
- Model small cylinders or tubes for rope attachments.
- Position them at the bottom of the balloon and scale as necessary.







Step 4: UV Mapping
- Unwrap the UVs:
- Go to the “UV Editing” workspace.
- Select the balloon object.
- Choose “Create UVs” > “Automatic Mapping” or use “Unfold” tools to unwrap the UVs.
- Adjust UVs:
- Arrange UVs in the UV editor to ensure proper texture mapping.


Step 6: Materials and Textures
- Create Materials:
- Open the Hypershade editor.
- Create a new Lambert or Blinn material for the balloon.
- Assign Textures:
- Apply textures to the material if desired.
- Use image textures for patterns, colors, or details on the balloon.




Compositing in Nuke
- Before we begin working on the footage, we check it for things like camera movements and objects in the foreground and background. This helps us plan how we’re going to tackle the shot.
Import Footage:
- Open Nuke and create a new project.
- Import the footage you want to rotoscope by using the ‘Read’ node.


- Create a Roto Node:
- Right-click in the Node Graph and select “Draw” > “Roto.”
- the Roto node to the footage node.
- Rotoscope the First Frame:
- Go to the first frame of your footage.
- Use the Roto node to draw a shape around the object you want to rotoscope.
- Make sure the shape encloses the entire object you want to isolate.
- Keyframes:
- Move a few frames forward in the timeline.
- Adjust the shape of the Roto node to match the object’s movement.
- Press ‘A’ on your keyboard to set a keyframe for the current frame.


- Refine the Rotoscope:
- Continue moving forward frame by frame, adjusting the shape of the Roto node as needed.
- Track the Rotoscope:
- In Nuke, you can use the built-in tracker to automate the tracking process. Select the Roto node, go to the “Tracker” tab, and enable it.
- Adjust tracking settings, such as search area and correlation, to achieve accurate tracking.
- Fine-tune the results by manually adjusting keyframes if necessary.


- Output:
- Connect the Roto node to the desired downstream nodes for further compositing.
- You can use the roto shape as a mask for other nodes or apply color correction, effects, etc.



Mood of the Balloon Festival
- I have chosen to place the balloon festival within a romantic setting, where the color pink takes on a significant role in shaping the overall color palette.
First Iteration
- In the initial pass, I experimented by incorporating additional elements such as foreground fog, neon text, a background sky video, glitters, and added birds in flight.









- I animated certain image planes of the balloons to preview my approach for the final renders. Additionally, I utilized previous tracking data to synchronize balloon movements with the camera motion.
- To enhance the ambiance in line with my chosen setting, I applied a pinkish color grade to the overall scene.



Second Iteration
- At this point, I’ve completed the modeling and rendering of the balloon in Maya, making it ready for use in Nuke compositing. I seamlessly replaced the still images with my balloon renders, addressing any roto mismatches and incorporating general corrections suggested by my mentor.


- Additionally, I introduced hanging lights to get more depth and a festive atmosphere into the overall scene.
- The footage obtained from the internet featured blinking hanging lights, but it seemed too simplistic to me. Therefore, I opted to elevate it by eroding the alpha channel, allowing only subtle visibility of the lights. I increased the exposure to achieve higher pixel values, creating the illusion of a hot filament inside the light bulb. Finally, I applied an exponential glow to and merged with original lights to enhance the overall appearance.
- Lastly, I performed an overall color correction to give the lights a more orange hue.





Third / Final Iteration
- For the final version, I primarily focused on implementing corrections provided by my mentor.
- At first, I decreased the speed of the moving balloon in the background and adjusted its scale as it approached from the distant background.
- In addition, I enhanced the balloon’s depth and appeal by adding a flame effect. This effect illuminates the insides of the balloon using a noise pattern and roto mask in Nuke.







- For the next part, I modified the text as I was dissatisfied with its appearance. I changed both the font and the color for a more aesthetically pleasing result.
- To make the text move, I used a sine function expression in the vertical (y-axis) transformation.
- To make the text exciting, I introduced a glitter effect using hearts as the bokeh shape. I achieved this by eroding the alpha of the image to reveal only certain areas and applied a noise pattern as a mask, and using convolve and roto to get the heart bokeh.
- I also used the same effect for the hanging lights aswell.









- Finally merged all the elements together.
- In Maya with the Arnold renderer, lighting, materials, and render passes are fundamental components of the rendering process, contributing to the creation of visually compelling and realistic images.
Lighting in Maya Arnold:
- Arnold Lights:
- Arnold supports various light types, including point lights, spotlights, area lights, and distant lights.
- Lights contribute to the illumination of the scene, influencing the appearance of surfaces and shadows.
- Light Parameters:
- Lights have parameters that control intensity, color, falloff, and other characteristics that impact how they interact with the scene.
- HDR Lighting:
- Arnold supports High Dynamic Range (HDR) images as light sources, allowing for realistic and complex lighting scenarios.
- Physical Sky and Sun:
- Maya Arnold includes a physical sky and sun system for simulating realistic outdoor lighting conditions.







Materials in Arnold:
- Arnold Standard Surface Shader:
- The Arnold Standard Surface shader is a versatile material shader that supports a wide range of realistic surface properties.
- It includes controls for base color, specular reflection, roughness, and other parameters.
- Texture Mapping:
- Maya Arnold allows you to apply texture maps to materials, enhancing the realism of surfaces by incorporating details like color, bump, and specular maps.
- Material Library:
- Arnold provides a material library with pre-built shaders and textures, making it easier to create realistic materials.
- Subsurface Scattering (SSS):
- Arnold supports subsurface scattering, allowing you to simulate the way light penetrates and scatters beneath the surface of translucent materials.







Render Passes in Arnold:
- AOVs (Arbitrary Output Variables):
- Arnold allows you to render additional passes beyond the beauty pass, known as Arbitrary Output Variables (AOVs).
- Common AOVs include diffuse, specular, reflection, and ambient occlusion passes.
- Compositing Workflow:
- Render passes enable a more flexible compositing workflow. They allow artists to adjust and enhance specific aspects of the image in post-production.
- Denoising Passes:
- Arnold provides denoising passes that can be used in compositing to reduce noise in the final image.
- Cryptomatte:
- Cryptomatte is a popular AOV that simplifies object selection in post-production by generating ID mattes automatically.


Camera Placement:
- Camera Settings:
- Set up your camera with the desired composition, focal length, and depth of field.
- Adjust camera settings in the Attribute Editor.
Arnold Render Settings:
- Open Render Settings:
- Navigate to the Arnold Render Settings in the Render Settings window.
- Common Tab:
- Set the image size, aspect ratio, and frame range in the Common tab.
- Arnold Renderer Tab:
- Choose “Arnold” as the Renderer.
- Adjust settings like the AOVs, Ray Depth, and Sampling.




Render Preview:
- Render View:
- Use the Render View window to preview your scene’s rendering without saving an image.
Render the Scene:
- Render Button:
- Click the Render button in the Render Settings window to start the rendering process.
- Watch Progress:
- Monitor the rendering progress in the Rendering menu or the Script Editor.
Save Rendered Image:
- Image Format:
- Choose an image format (e.g., JPEG, PNG, EXR) for the final rendered image.
- Save Image:
- Save the rendered image to your desired location.
Post-Processing:
- Compositing Software:
- Import the rendered image into compositing software (e.g., Nuke, Adobe After Effects) for further adjustments if needed.


Animation 20/11
Animation principles
1.Timing and Spacing
Timing and spacing in animation create the illusion of motion within the laws of physics. Timing is the number of frames between two poses, determining the speed of movement. Spacing is the placement of individual frames, with closer spacing creating a slower appearance and wider spacing resulting in faster movement.


2. Squash & Stretch
Squash and stretch add flexibility to objects, commonly exaggerated in animation. Similar to real-life occurrences, like a falling ball stretching before impact and squashing upon hitting the ground, this principle is evident in animated elements such as facial expressions—where eyes squash during a blink or stretch when expressing surprise or fear.

3. Anticipation
Anticipation in animation preps the audience for upcoming actions, enhancing believability. Whether a baseball pitcher winding up before a throw or a parkour runner bending their knees before a jump, these preparatory movements are essential for realistic and convincing animation. Without anticipation, these actions would lack authenticity.

4. Ease-In and Ease-Out
Ease-In and Ease-Out, also known as slow-in and slow-out, involve incorporating acceleration and deceleration into movements. Just as a car gradually accelerates from a standstill or slows down before a complete stop, animation benefits from starting slower (closer frames), accelerating (wider frames), and then slowing again (closer frames). This principle prevents unnatural, robotic-looking movements, adding a more realistic and fluid quality to animation.

5. Follow Through and Overlapping
Follow Through and Overlapping, while distinct, are closely related principles. When a character stops walking, not every body part halts instantly; there’s a natural follow-through where clothing and body parts continue moving. Overlapping action involves different body parts moving at different times, creating a realistic effect. In a waving motion, for instance, the shoulder initiates the movement, followed by the arm, and the elbow and hand lag behind by a few frames. These principles capture realistic movement with elements moving at slightly varying speeds.

6. Arcs
Arcs are crucial in animation as virtually everything in real life moves in some form of arching motion. People don’t move in straight lines unless you’re animating a robot. When a person turns their head or a character moves, there’s a natural inclination for the motion to follow an arched trajectory, such as the dip of the head during a turn or the toes moving in a rounded, arching motion.

7. Exaggeration
Exaggeration is employed in animation to enhance the appeal of movements. Whether creating highly cartoony actions or adding a touch of exaggeration for realistic effects, it elevates the animation’s visual interest. In realistic animation, exaggeration can be used to make movements more readable or enjoyable while maintaining a connection to reality. For instance, when depicting a diver preparing to dive, exaggeration can be applied by pushing them down a bit further before the leap, adding a dynamic touch. Timing can also incorporate exaggeration to emphasize different movements or enhance the perception of a character’s weight.

8. Solid Drawing
Solid Drawing is vital for maintaining balance and anatomical accuracy in poses. In 3D animation, although animators may rely less on hand-drawn elements, the concept of solid drawing remains crucial. It involves creating drawings with a sense of volume and weight, ensuring accuracy in the pose. In 3D character rigging, attention to balance, weight distribution, and silhouette clarity is essential. Additionally, avoiding ‘twinning’—mirroring a pose on both sides of the character—helps create more dynamic and realistic animations.

9. Appeal
Appeal in animation extends to various aspects, such as appealing poses and character design. A key aspect is the character’s design, aiming for a connection with the audience. Complex or unclear designs may lack appeal. Enhancing character uniqueness involves pushing and exaggerating certain features, like exaggerating the jaw or emphasizing youthfulness in the eyes, contributing to a more memorable and appealing character design.

10. Straight Ahead And Pose to Pose Action
Straight Ahead Action, also known as Pose to Pose, represents two distinct animation techniques.
- Straight Ahead Action:
- Spontaneous and linear approach.
- Each pose or drawing is created sequentially, one after another.
- Pose to Pose:
- Methodical and planned.
- Involves creating only the essential poses needed to convey the action.
- Allows for a simpler and more focused workflow, ensuring correct posing and timing before adding finer details.

11. Secondary Action
Secondary Action involves creating supporting actions that emphasize the main action in an animation, adding depth and authenticity to the performance. It should be subtle, complementing rather than distracting from the primary action. For instance, in a scene where characters are talking (main action), a character tapping their fingers nervously (secondary action) enhances the overall realism. Another example could be a character walking down the street while whistling, where the whistling serves as a secondary action.

12. Staging
Staging involves setting up a scene, including character placement, background elements, and camera angles, to ensure the animation’s message is clear. It focuses on communicating character expressions or interactions effectively, using camera angles that best convey the intended message. The goal is to prevent viewer confusion by maintaining a clear focus on the shot’s purpose and the desired communication.

Final Output
My Reflection with this project
I’m happy that everything about this project turned out to be very useful for developing my skills, especially in new software like Unreal Engine. I’m also pleased with how well the main shot of my project, the Moon impact, turned out.
The first part of the project involved coming up with an idea and a story, which proved to be challenging. In fact, I hadn’t decided until 2-3 weeks had passed. Initially, I considered a spaceship emerging and destroying a moon, but it felt too simple and lacked a compelling story. After some contemplation, I recalled a scene from the movie Top Gun where a jet maneuvers to evade a missile. This inspired the idea of a jet evading a missile, leading to the missile inadvertently hitting and destroying the moon.
I began the project by building the environment in Unreal Engine, marking my first experience with the software. It was highly beneficial, allowing me to quickly create basic terrains and populate the area with various assets. To add an element firing the projectile at the jet, I came up with the idea of using artillery. Subsequently, I worked in Maya for modeling and Substance for texturing learning those software as well. I wanted to craft a scene where the artillery shoots the plane, and the plane skillfully maneuvers to evade the projectile, causing it to hit the moon instead.
For the moon destruction, I opted to use Houdini for FX due to my prior experience with the software and my career focus on FX. I drew inspiration from an online lesson at Rebelway, where they demonstrated a similar process. I decided to incorporate it into my project. Starting with a sphere and experimenting with various parameters, I achieved the desired effect. This process allowed me to gain valuable insights into VEX language and how to approach certain elements without resorting to simulation. This knowledge proved extremely useful for making quick changes. In fact, out of the five elements, I only used simulation for two, achieving the rest through SOPs.
Story / Concept
FADE IN:
EXT. DESERT – DAY
- The Space Odyssey theme plays as the camera moves from a ground-up shot of a sand dune, revealing a cannon in the distance.
EXT. REMOTE AREA – EARTH – DAY
- A cannon is set up in a remote area.
INT. CANNON SHOULDER VIEW – DAY
- The camera shows a shoulder view of the cannon, capturing a twinkle of a jet flying high in the sky.
EXT. SKY – DAY
- A fighter jet maneuvers around the sky, seemingly oblivious to the cannon below.
- The cannon takes aim and fires a shot towards the fighter jet.
- CAMERA SLOWLY FOLLOWS the projectile as it travels through the sky.
- The fighter jet executes a cobra move inspired by Top Gun.
- However, the shot misses the fighter jet and instead collides with the moon.
- The projectile slams into the moon, causing a massive explosion.
- The moon is destroyed, leaving only dust and debris behind.
FADE OUT.
The Space Odyssey music comes to an end.
3D Modelling in Maya




Texturing in Substance

















Creating Env In Unreal
- Creating a desert environment in Unreal Engine involves several steps, including terrain creation, asset placement, lighting, and fine-tuning to achieve a realistic and immersive result.
1. Create a New Project:
Start Unreal Engine and create a new project. Choose the template that best fits your project requirements, such as the Third Person or First Person template.
2. Landscape Creation:
- Create a new landscape by going to the Landscape mode.
- Sculpt the landscape to resemble the desert terrain. Use tools like “Sculpt,” “Flatten,” and “Smooth” to shape the landscape according to your vision.





3. Desert Materials:
- Apply desert materials to the landscape. You can either create your own materials or use existing ones from the Unreal Engine Marketplace.
- Consider adding features like sand dunes, rocks, and desert vegetation to enhance the realism.
4. Sky and Atmosphere:
- Adjust the sky and atmospheric settings to match a desert environment. You can use the “Sky Atmosphere” actor to control the overall look of the sky, including the sun position and atmosphere settings.
5. Lighting:
- Configure the lighting to simulate the harsh sunlight of a desert environment. Pay attention to the direction, intensity, and color of the light source.
- Consider using dynamic lighting to create realistic shadows.




6. Asset Placement:
- Populate the environment with assets such as rocks, cacti, tumbleweeds, and other desert-themed objects. You can either create your own assets or use assets from the Unreal Engine Marketplace.
7. Post-Processing:
- Apply post-processing effects to enhance the overall visual appeal. Adjust settings such as bloom, contrast, and color grading to achieve the desired look.



Moon FX in Houdini
- I have decided to use Houdini for FX since I already have some experience working with it. I love the procedural approach, and it allows me to have total control over my FX.
My approach in Houdini
Geometry prep
- I took a standard sphere, applied UVs for future use, and added a temporary texture for reference.
- Marked a point where all my fx and reference data is going to take place.
- Now, I used that point as the origin and created a falloff where the moon destruction is going to take place.
- I generated custom velocity vectors using VEX functions, pointing outward from the designated point. Adjusted velocity using the previously created falloff mask for distance-based reduction.






Creating source for Dust FX
- I utilized the previously created mask to form a ring-like shape. This segmented ring will have custom velocity applied and serve as the source for the Dust FX.




Creating Shock wave with the generated source
- Now, with the source established, I created custom velocity by implementing various wrangles and SOP techniques.
- To achieve this, I duplicated the source using a trail node and utilized an add node along with an ID attribute to connect the points, forming lines that would serve as the source. Using a foreach loop, I generated lines with various lengths.
- To make the shockwave originate from the cracks on the moon’s surface, I made these lines as a mask. Using attribute paint, I applied the mask to the interior points of the fractures. Subsequently, I deleted the points that were not marked red and utilized the resulting I set as the source for the pop sim. Once the particle simulation was done, I fed it into the pyro solver to achieve the desired shockwave effect.









Creating Tendrils with SOP
- I wanted to give more impact to the destruction, So I added trails/tendrils to represent fast-moving debris coming out from the moon.
- For the tendrils I used lines with various pscale values to get different lengths, and I used a global multiplier to animate pscale which will give the illusion of trail growth across frames.
- After that, I added some animated noise to make the trail look turbulent. I also applied a gradient with values ranging from 0 to 1, going from the origin to the end. This data is used to control the width of the trail.
- I converted the result into geometry, then transformed it into a VDB for the dust effect. Additionally, I applied an overall time remap to enhance the impact.







Fracture of surface in SOP
- To fracture the surface of the moon without relying on simulations, I opted for a SOP-based approach, incorporating extensive VEX coding.
- Initially, I prepared the geometry by implementing cuts with a custom object and added interior details to the inside geometry. Subsequently, I extracted the centroids of all the resulting pieces and applied a mask ramp using a mask attribute created at the begining. This attribute allowed me to define the desired area of effect on the surface. Lastly, I utilized clusters to group the pieces into clumps.
- In the final step, I used VEX code to manipulate the intrinsic transformation data, modifying inner transformations. Utilizing the attributes created earlier, I adjusted these data to simulate the effect of an RBD simulation. Custom ramps were also implemented to provide precise control over these attributes.










Secondary Sim (Debris)
- To enhance the impact, I implemented a particle simulation to depict the scattering of debris after the moon was impacted.
- Initially, I took the animated fractured geometry and converted it into points to serve as the source for the particle simulation. Utilizing speed culling, I removed stationary points and then crafted custom velocity, resembling a crown splash effect.
- After preparing the source, I integrated it into the particle simulation (pop sim). Further refinement was achieved by introducing variations in scale and applying random animated rotations to the resulting particles.
- To streamline rendering speed, I opted for a straightforward approach by substituting the particles with a simple Octahedron shape in the final visualization.








Breakdown video
Rigging | 13/11
Parenting
- Parenting locks an object to an main object so that whatever changes made to the parent object will also affect the child as well.
- The child on the other hand can move independent even when parented to an obj.
- While this can be use to animate an object, this will be tricky when we try to animate bi-peds, quad-peds or anything which has an arm like movement. So, in this case we use the IK/FK rigging

Bones
- Bones as the name suggest is placed underneath the mesh for rigging. it is the one which is going to control the geometry which lies above
- The movement of the geometry is achieved by parenting the bones with the geo.


IK Handle
- Through IK handle we can get arm like movement in the geometry, without needing to animate each geometry manually.
- For characters like human, maya has auto rig option which is much more easy to use



UV Texturing | 30/10
- UV texturing in Maya is a process that involves assigning 2D coordinates (UV coordinates) to the vertices of a 3D model, allowing us to apply 2D textures accurately onto the model’s surface. This process is essential for creating detailed and realistic textures in CG and Animation.

- Today we will see how texturing in a sphere works for example: Earth and other spherical objects.
- For texturing spherical surface It’s better to use spherical projection texture.






- To create texture for building, we should first unwrap the UV and modify the UVs to match with the proportions of the building.
- We would take UV snap shot and import the image to Photoshop and Implement the textures using the UV snapshot as template.
- After that we will export the matched texture back to maya and apply it in a material.




