Categories
Group

Week 4: Couch

Look Dev Artist

Starting off With the couch I used The elements I have also used for the Lamp I created, the pipes. As seen in the reference images above I wanted to add the pipe system as a way of holding the couch together. On the left you have a good example of what that would look like and on the right reference you see how I wanted the outline to look for this couch. Looking back at this I think I will remove some of the bumps of the pipes to make it look a bit less busy.

reference image 3

After creating the outline of the couch I worked on the seating area. This part consists of 4 parts, 1 part which is the general layout of the couch and 3 cushions on top of this layout. Since the pipes created a general shape I had to fit in the couch part to this shape. When looking at the reference image (3) You see these button like things that give the couch a more rustic shape. I want to add these buttons later on as wel but I want to try and bake these ontop of the couch in Zbrush. Same goes for the cushions they have this edge to them which I will add later on, this will be done in maya.

CG Lead

As for the general look of the assets we are creating we needed a color pallet that everybody is suppose to use. Martyna took on the role of creating this pallet. She used the moodboard and different reference images that people submitted to the asset padlet list and took a color from those. She came with different types of pallet which we choose one from that looked the best for our team:

The color pallet you see above is the one we choose for our project, Only we felt like one thing was missing, a color that would be like an outstanding color from the rest. We texted in the groupchat with some options and ended with a bordough kind of red. Martyna will be working on the pallet for this red color aswel.

Other then working on the color pallet and such we asked for the Look Dev Artist to also upload their draft version of their asset on the padlet, Some sort of screenshot of how far they are. Everybody uploaded a version so that everybody can take a look at what everybody made and that we can also respond to these process images. Both Martyna and I sat down in M311 to take a look at everybody’s work and respond on it regarding questions or some issues. I will give some examples below of my responses on the padlet.

These are a few examples regarding our responses and view on the steampunk project. Most of the messages Martyna and I discussed together. For example We talked about the bookshelf and the coffee table having wooden elements to it. Since these are both quite big in the scene We thought it would be a good idea for them communicating regarding the wood texture. Jiachen responded quit fast as always and took it upon him to also go look for different textures with Muqing.

This way of communication has shown to be very effective. Everybody responds in their own way and most of the time they can prepare for the meeting regarding these questions.

Categories
Group

Week 3: Lamp [2]

Look Dev Artist

This week I worked hard to finish the first version of my steampunk Lamp for the group project.

For the side lamps on my model I finished working on the cage that wens around the light bulb, this took a while since the circle parts and the straight cylinders are merged together. This is so that the cage is one object in total and can be textured as one aswel. Then I also created a light bulb for inside the lamp cage. I took a reference from internet and used this to create the shape. For the inside I used bend to create the part that will glow and duplicated this. I combined these two together and created the part that would hold this lamp to the pipes.

For the main lamp I decided to go with a lamp cap instead of the cage parts. This will make the lamp have a little more shape, otherwise it would look a bit this to the eye. This part was quite easy to do, Then after I shaped the lamp cap I also added these bolts that are supposed to be holding up this cap. For the light bulb I just used the same one and put is with the lamp cap.

At last I defined the gas meters shape and also put a smaller one at the bottom part. I created a simple connecting pipe that would hold these peaces.

First Version

For the first version of the lamp that I also uploaded on Ftrack I rendered a still image 3 times showing off the front vies, the back vies and the side view. We also will be discussing our assets in our next group meeting.

CG Lead

Team roles:

  • CG Generalist / Lighter (Martyna): Tracking the points in the 3DEquilizer and exporting the camera to the scene (Matchmove). Collecting and importing all the assets from the rest of the modelling crew, organising them, and assembling them into the scene. Lighting the scene, creating renders, and trying to match the plate. Updating assets in the scene after every iteration. 
  • CG Lead (Roos): In charge of Look Dev Artists. Executing the Look Dev brief and working with the Comp Lead to keep the project on track. Maintaining consistency in the project (textures, and assets fitting the overall concept). Organising the spreadsheets, managing the Padlet, and overseeing the pipeline.

Team members:

Look Dev Artist: | Roos Stolk

Look Dev Artist: | Shuaqi Li

Look Dev Artist: | Nira

Look Dev Artist: | Jiachen

Look Dev Artist: | Jesse Ma

Look Dev Artist: | Muqing Liang

Look Dev Artist: | Yanbin

Look Dev Artist: | Zhiqian Huang

Look Dev Artist: | Shiqi Ma

CG Generalist: | Martyna

CG Lead: | Martyna/Roos

Compositor: | Vitus

Compositing Lead: | Christos

Due to some problems with people not understanding their role I had to take on the CG lead role together with Martyna. We were already doing the different tasks that a CG lead is suppose to do since the Lead before this did not really understand his part as a CG Lead. As I said last week I took on the time to look at the document to see which assets we had to create and we wanted to create. after this we sat down with the team and assigned the different assets to different people (you can see this in my last weeks blog post as a list).

As a group we thought about what kind of style we want regarding our steam punk project and I had created a moodboard for this where everybody could drop their idea of steampunk. When looking at this you could see that we had quite a similar feel to what steampunk was suppose to look like, (Below a screenshot of a part of the moodboard)

Moodboard Steampunk link

Since we had assigned our assets to the members of our group I wanted to stay on top of what everybody was doing so that everybody also see the reference images used for the different assets that are getting created. below this text there is an example image of this padlet, Due to reasons I had to make everybody of the team allowed to edit and join the padlet, so no outside viewers can take a look at it without being added. The link to this padlet is on our excel list for quick acces.

example asset padlet

This list is now also being used as a update platform where different members can react to other peoples assets. I also use this list to comment on assets that would need more work regarding the general visible view of our steampunk project. Both Martyna and me Check this asset padlet regularly and comment on the specific assets and such, other then assets it is also a platform where the CG generalist (martyna) and the compositor (Vitus) upload their process.

Categories
Thesis

Thesis Assignment Proposal

For this class we got asked about what we are researching (our topic title) and give a short explanation of this research.

For my research I decided I want to research different camera perspectives, as for a title I have until now: How does camera perspective influence our view on a character/scene. This is so far the first question I came up with and could still shift a bit into shape to get to the right point.

This idea is linked to what I am doing for my personal project now. I am intrigued by scenes that will view either an overpowering environment or just give you an overwhelming feeling. When I was thinking about my personal project I thought about when 1 person sits in a football stadium full of people cheering, this person may feel small compared to the size of the scene. For my personal project, I want to redesign this feeling by creating a temple enormous to scale compared to a person standing in front of it.

Coming back to my topic for my thesis proposal The different in scale/power can be viewed in a movie by changing the perspective of the viewer. When you lay the camera low and point toward the actor, the actor will show as more powerful as to where when you point the camera down on the actor it will feel inferior. Going from this point of view I will do my research in different areas. for example, research about the history on cinema and animation and their point of view process I could link this to Multiplane cameras that Disney used for the first time in 1957 to how cinematography is used today.

Keywords

Perspective, cinematography, point of view, narrated, camera lens, camera angle

Sources

Branigan, E. (n.d.). Point of view in the cinema. [online] De Gruyter Mouton. Available at: https://www.degruyter.com/document/doi/10.1515/9783110817591/html [Accessed 1 May 2023].

[This source will provide me with information about the different points of view that I have talked about in the small text above this source]

Fielding, R. (2013). Techniques of Special Effects of Cinematography. [online] Google Books. CRC Press. Available at: https://books.google.co.uk/books?hl=nl&lr=&id=Dgd6AgAAQBAJ&oi=fnd&pg=PP1&dq=cinematography&ots=8h4FjjDhAS&sig=6vOn0eTixei3jN914vbeC20e6x0&redir_esc=y#v=onepage&q=cinematography&f=false [Accessed 1 May 2023].

[This will give me further information on different effects a cinematographer can have in general]

Paik, J. and Kim, C. (2013). Research on Disney’s 3D Animation ‘s Style, Layout Pipeline, and Camera Capture System. Journal of Korea Multimedia Society, 16(11), pp.1348–1356. doi:https://doi.org/10.9717/kmms.2013.16.11.1348.

[This will give me information on where the different perspectives started in the history on animations and further on]