Look Dev Artist
Since my lamp is done with all its textures I moved on to my couch, For the couch I Finished the UVs and started to work on the textures. For the pipes I had to remake the texture idea I did for my Lamp but changed it slightly to make it look a little bit different, But mainly the Pipes have the same color as the lamp pipes.




At the side of the couch, there is a grid for extra detail, This grid I decided to leave a bit more metal color and also give it a bit of rust just like the pipes. For in the scene that Martyna put together I got rid of one side of the frame for the couch since this side was not visible at al in the shot and would only add extra details.

For the couch, I went for the Chesterfield look of leather and went with the complementary color our team choose for the scene. This color was a Bordeaux kind of red, I made it to where the couch and the cushions looked a bit scratched so it wouldn’t be a very clean couch but a bit more realistic. lastly, I added a golden texture to the small buttons at the bottom of the couch so the couch would look more fancy even though it is scratched.
CG Lead
Last week we were told by Gonzalo that apparently, everybody that is a Look Dev artist had to create 3 Assets as their minimum. Some of our group still only had 2 assets so as our CG lead I put a message in our group chat so that we could figure out the missing assets.

The people who still only had 2 assets were, Shuaiqi li, Jesse Ma, Jiachen Ding, Muqing Liang, and Zhiqian Huang. Eddy (Muqing Ding) Was in the classroom when this was pointed out to us so I immediately sat down with him looking if he could design another asset. At first I as a Look Dev artist was planning to design a Pipe system so that for our scene we could spread these out everywhere. But since this issue occurred I decided to give that as an asset to someone else and Eddy decided that he wanted to do the pipe system. For the other people I texted with them to figure out what other assets they could do.


For Jiachen we discussed through whatsapp and decided that since he got 2 quite big assets maybe when thinking about it the books also could be an asset. This is because the bookshelf for him took quite some time. I mailed Gonzalo for this and said this was all good. So The only thing he had to do is make it a nice looking stack of books that could be placed in the room everywhere.


For Liam, He told me last meeting before Gonzalo told us about the third asset that he maybe wanted to make a frame for the UI since we thought it would be a better idea then putting his UI on the actual window. So I texted him saying if he could go through with the idea and also sent him some reference ideas on his request.


For Jesse I had thought about the glass floor since he also did the window, He also did 2 somewhat bigger assets and since one of those assets was the window and the other one the pool (which is viewed through a glass floor) We decided that it would be best if he also created the glass floor to stay in his theme.


Lastly was Zhiqian Huang, There were not many ideas left for assets as well as that our scene is getting quite crowded. For my assets I als made a standing light. I wanted to use part of these lights to create ceiling lights (with the pipe and the metal cage lamps) but since different people also needed to make assets I asked Zhiqian to create the ceiling lights. These were lights that needed to be a little more simple and could be placed on many different places through the room on many different heights. I also gave her an Idea/reference of what the idea had to be.
Below you see the references I sent to Zhiqian and Liam so they got an impression of the item they had to make. Of course they were allowed to put in their own style from the reference.






Martyna and I Applied for a meeting with Dom (we had already done this a few times last time Dom told us to make the storyboard we made) for this Martyna made some notes:
Light
Two layers of light bouncing with water – v complicated
Instead of glass have transparent object to cut on render time.
Glass on the separate render layer
Swimming pool on the separate layer
Instead of glass have transparent object
From camera view create ibl (360) glass panels and have it on separate layer.
In comp add them together
Raised up area under hologram – half a foot in the air
Hologram moving up and down (bumping) a bit motion curve
Bronze brass silver rusty
Massive blue glow from the hologram overpowering the scene
After going through the hologram you take it down a bit so you see the bouce lights and the golden glow
Add ventilation points in the room ceiling etc.
Mesh light of the hologram turn the visibility of the light off -radiating from the
Add little details to the hologram and the platform
Walls are too clean, too modern
Small bump map, displacement map on the walls, put steampunktexture on the wall
Damage on the walls a bit of brick on the wall in comp
Almost no lightning just tiny bits from the outside
Art deco windows
Render layers and passes
Broken up outside light = much better scene
Do not overlight the scene
Try to separate light
Low poly model flying past the ship to break up light a bit
Crypto_asset
Subsurface scattering off for now and
Every 10 frames note where my eyes drawn