Look Dev Artist
Chair:
Using the same method I used and learned from how to make the couch I designed the chair. As first part it has the same pipe system going around the chair so it will hold up the chair. Then I started creating The body of the chair, for this I used the reference image I had for my couch and created the chesterfield like seating. As you see on the reference the chair is a bit higher and has smaller arm rests. So I tried to recreate this from the reference image.




Here are some zoomed in details regarding the chair. One of the more important traits for this chair is as I said the arm rest and the ear like back that is somewhat higher then the couch is. I used the method I learned from the tutorial video from the couch I created to make the little indents and outer bulbs of the armrest and the sides of the backrest.
As shown in the images below I re-used the grid side panels I also had in the couch and that is also used in the coffee table (made by eddy) and the radio (made by Nira). This is an element that comes back in multiple places in the scene. and on the right image below this text you can see the result of the chesterfield like steampunk chair I have created.


Over this term I have created 3 different models for our Group project regarding the theme steampunk. For this I was given the option to choose my assets and I choose to create a lamp, a chair and a couch. I have now completed the models that will be ready for the texturing. As seen below I have placed the elements I created together in a scene to show how it fits together in the scene.

Since most of the chair is used elements from the other assets I have made, for example the grid on the sides or the pipe systems that are both used in the lamp as in the couch. The UV’s where more easy to do since the main focus layed on the main body of the chair. (as shown below)



Lamp
For this week I also wanted to do the finishing product of the lamp. So I went into substance painting with the neatly UV’ed Lamp I had modeled and started working on the texturing. For the textures of the lamp, I needed to create a few different parts. So for the lamp, I went to substance painter and started making the dark rusty pipes system texture, the copper part of the Gas tank part, and the gas meter on the lamp as well. All the pipes have the same textures and the in-between parts have the same texture but are made lighter in base color so you can still see the difference between them. For the lamp caps, the thin metal once I gave a simpler metal texture but as for the main lamp cap I worked with the baking system and made it to were the brims you can see the underlaying metal layer and for the base lacquer which added a nice detail to the lamp.


After finishing the main base of the textures I realized that for the Gas meters, I would need a texture that would fit the meter. So I would have gas tank meter numbers going across the board so it will look like a real gas tank meter. I designed this in Photoshop and then made it as its stamp in Substance Painter. You can see the design of the meter in the image below and lastly, I will implement a video of a rotation of the lamp from when the textures were implemented into Maya.

CG Lead
This Week I did a few different things about Being a CG Lead. First of all, I looked at the Excel list (the weekly list to keep track of everything) and decided to add different parts to the list. I filled in for this week and already filled some parts in for the upcoming week to make sure we are on schedule. In the schedule I pointed out what the CG generalist, Look dev artist, and the Compositor had to do for this week and next week this is also so Gonzalo, Christos, and Dom can take a look at this list and kind of see what way we are heading and how far we are. Since we are nearing the end of the term we need to make sure all the assets work in the scene. So for the next week we need a finished asset of everybody so we can point out if anybody has issues with their assets.

Also of course every week (every day) I take a look at the padlet we created and make sure I am up to date on everybody’s work. For the Look Dev artists everything slowly starts to form into the item they are trying to create. Overlooking our pallet You can see that most of the people understand the color template and that all the items also fit in with each other in the scene.





After the last meeting, we also talked about who would do the outside area and that this would form to be a matte painting. Christos (Compositing lead) took it upon himself to create the outside area as well as that we discussed that at the end of the video, there will be a docking system where Nira’s spaceship would land, this will also be implemented through matte painting. In the messages on the padlet you can see that Christos made his first drafts of the matte painting and I responded on it noting that I would want to further discuss this in our next meeting. It had a good feeling as a first draft but ofcourse still needed some work.



The mood board I created last week that viewed our ideas of how the outside is supposed to look also got a reaction from Dom, saying particularly about the parts shown in the image. I took a picture of this message and made sure that Christos got the message since he was working on what should be outside.

Since everybody started working on their textures as well I also made sure that everybody was going for the same idea regarding their pipes. Since a lot of people started creating their assets with pipes I knew it would be a good idea to discuss this in the group. So I made a list of different pipes with different textures and showed it in our group chat to make sure everybody had the same idea. The pipes I sent all kind of had the same feeling to them together but most people voted for 1,7 and 8 as that being their favorites which all three had that dark copper idea to them.

