Look Dev Artist
Lamp:
When looking at Ftrack I went to review of my lamp and saw that someone had given me a review on my lamp asset. The review said that my asset was good and it could go into the next phase. This phase is doing the UV’s and starting to texture the assets. So I went into my maya file and started doing the UV’s, this is a very tedious and long job selecting all the different components individually and doing their UV’s in the UV tab.






Here you can see a few of the components I have UV’ed from the lamp. Above this text you can see the objects and their unwrapped UV’s. You can also see the checkerboard below this text on some of these items.



After doing all the UV’s I took a screen shot to show the results of the UV maps I did. I had to take this screen shot from some what closer so the checkerboard would be visible. This image I have also re-uploaded on Ftrack for new feedback on the work I did. Now I have to look into the texturing part but I would have to look into that with my team since a lot of people have done pipe systems and we want to go for a general feel.

Couch:
Two weeks ago I sat down to work on a draft version of the couch that will be added to the scene. This draft version of course lacked on some details. This week I sat down again for the draft version and started to add some details to my design. For some parts I used what I had done on my draft version and for other parts I had to re make it. for the main body design of the couch I had followed a tutorial. (see below)



following the fast tutorial I made the details of the back of the couch. This was to create the idea of little indents and having this over the whole couch. and added to that where the extruded lines going from one indent to another. above this texts you can see a closed up detail for this process and below you see the whole thing together. the sides (armrests) where added by simply using 2 bends and bending the sides on a 90 degree angle.
Above this text you also see the cushion of the couch. I re-used the one I created in the draft version and added these little brim lines on top of the component, you can see these in the reference image above.


Then as shown in the tutorial I also added this part for below the cushions. this gives the couch some more depth to it otherwise the cushions would feel like they would fall through the couch, this was also done in my draft version with a simple cube.
Lastly I added the details to the to the pipes around the couch according to what changes where made to the body of the couch. In my first idea I wanted to add gears but in this version I decided that these would not fit to the couch I created and left these out. The raster shown on the left image was something I already added but I have played around with it in this version according to what would fit with the changes of the couch.
also the back corner of the couch had some changes since it now is more a soft corner. as shown in the image I have cut it to be 2 times a 45 degree angle instead of 1 time a 90. this takes up more of the empty space that was there befor.


In the end this is what the couch looks like, I have uploaded this on Ftrack again as a video that rotates around with the wire frame on it. My next step will be moving to fixing the UV’s and applying the texture to it.

CG Lead
For this week as a CG lead I tried to push people to uploading the first model they made as an Alembic type of file. This is so that the CG Generalist could start working on the scene and see if there is anything weird regarding the objects.


Other then that Martyna and I had a meeting with Dom to talk with him about the fact that now it goes full frames and that we wanted to figure out what was the best way to fill in that last few frames that now looked quite flat. During that meeting he pointed out about our story in the given scene, and he started by creating a storyboard as an example. Since we had not made a story board Martyna, Nira and I decided to sit down to create the story.
After we had a general idea for the story board I sat down and drew out all the details on top of the frames Martyna had given me as a reference. With the drawings I also implemented text and arrows to point out important parts.

Other then that I also made a moodboard for the outside area since we had not really pointed out on what was going to be outside. I also sat down with Christos to discuss this since he would be doing a matte painting of the outside space. An important element of the outside area is now that due to our story board we decided to add a docking system to the last few frames to really give it that depth.
