Perspektivische
Stadtbilder
For the mission description screens
in Pizza Connection 2 we had to create 3D images of each metropolis.
Initially we had planned to play a movie sequence that should
show a flight over each town, but as we realized what amount
of 3d geometry had to be rendered we decided to leave it at
a single high resolution image.
Importing layer data
One of the major goals was to create
a nearly perfect duplicate of the town, as it shows up in the
game. This included not only the already rendered ground layer,
but also all sprites like houses, traffic signs, memorials,
parks, trees and so on. For this purpose we needed to import
data from the Pizza Connection 2 level editor into Maya. Since
all graphic elements that show up in the town already existed
as 3d models, we only had to import these objects, duplicate
them and calculate their position and rotation. Again Dirk Bialluch
programmed a MEL script to deal with this task.
Rendering image layers
As already mentioned the ground layer pass took
about 800MB RAM during rendering. Now we had to deal with scene
containing some hundred houses, plans and other objects that
had to be added to that image. Therefore we needed to separate
these objects into different layer. To combine the image layers
later on in compositing we created a z and alpha channel. In
addition we created a separate shadow pass.
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Z
depth channel converted to grayscale image. Using z depth
made the compositing task a lot easier, because we did
not have to rely exclusively on alpha masks. |
The render layers
introduced with Maya 3.0 came in handy here. We started off
creating the house layer. This was the largest scene and had
still to be quartered to fit into memory.
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Quarter
images of the house layer |
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Next we created the
object layer, including park benches, traffic signs, memorials,
street lights and so on.
After that we rendered
the the Paint Effects pass, generating all plants.
Finally we created
a smoke layer using Maya's software particle. Three particle
emitter were placed over randomly chosen chimneys.
Compositing
Compositing was done
in Maya Fusion. First we combined the different color layer
using z depth information of each image to compose them properly.
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Composition
of all color layers |
The same had to be
done for the shadow layer.
Next we combined the
color image with the shadow layer.
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Color
and shadow layer merged. |
To get rid of that
typical cold CG look, we finally put the image through a rather
complex grading and filter process. Based on the z chennel we
added fog and depth of field to simulate the atmosphere. Colors
were shifted into a yellowish look to get a warm mood.
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3
variants of the final images (normal, sunset, foggy) |
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