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FMP: Desk Chair

In my latest project I have done a chair and a couch, although these assets where more chill area couch and chair I have learned quite a bit on how to model these kind of assets. So for this part I started doing the desk chair asset. Which took me a bit since I wanted the frame to be made out of 1 mesh.

I started with the legs doing these one by one and using duplicate special all around to get the same type of leg for this model. I used separate part to do the arm and backrest and then combined these together where as I am quite happy with the results. As you can see on the image above and then below there is a slight change in the design of the leg part.

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FMP: Staircase

For the staircase I found a few reference images and so far the right one below this text really stood out to me. so I decided to Start modelling this staircase which in the end was quite difficult to model.

I started off by doing the circled shapes that hold up he stair steps an make the platform. throughout the modelling process I every so often duplicated them to create the stairs to see how it is looking in it’s general shape. While doing this I really had to trust the process due to the fact that I had many doubts going through this model. but besides those doubts I kept on modelling and after started doing the holds for the hand rails as shown in the images below.

I delayed working on this stairs for quite some bit but still came back to it to finish it. It was in the processing stage for quite some while due to the fact that I needed to take a step back to look at it again. After this little while I came back and finished it quite fast. This model really learned me some new techniques that I will be holding on to for my next model.

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FMP: Pocket watch

for my third asset that I have done during the summer I started to create the pocket watch that will be on the desk. this is a small asset and also I have modelled a clock before so it was not too difficult. I am learning a better way of modelling through making these different assets. Since my room has quite a few assets I hope to be a quite fast paced modeller knowing how to access all the tools in maya.

The chain was a fun process to do and when I am going to set it in the scene I will give it a dynamic so that it will drop on the desk in a natural form, Because now the pocket watch looks quite stiff.

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FMP: Mannequin

After doing the violin Which took me a little while to finish I thought to grab an asset where I felt a little more comfortable in modelling it faster then the violin to get more on schedule. In the scene I want to add ‘random’ assets that will give in to the specific style of the study room. For this asset I found a good reference which is also shown in my padlet where I have an combination of all my assets.

Also for this model I took a front and side to create the shape of the body And went up with a cylinder using the scale to create the right shape. This model did not take me too long since it only exists out of 2 components.

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FMP: Violin

During the summer I started off my first model so I could get a head start from my project. The assets I needed to model kept on adding so it would be good to have a fresh start when the new year starts. Also that way I can get my head clear about what I want to do for this project. I know the aesthetic but it still needs a bit of work. I started with modelling of the Violin. This model was quite hard to visualize so I found a good tutorial to give me a head start on the violin.

This tutorial is a multi part tutorial although I have followed most sometimes I went a bit off course.

I started off by using reference images from top and side view to get the violin that I wanted. I also spend loads of time modelling the head of the violin due to its weird shape and also the tutorial skipped a part that really showed it to be good looking.

In this same set project in maya I have also created the violin stand and the violin handheld stick. For now it is a set but the violin is an important part of my scene since the strings will be rigged and the violin will be played. this is one of the centre part of my scene and it will help me learn new skills.

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FMP: Blockout

To get a clear vision of all the assets that I wanted and how the scene would look in the end I have created a very simple block out of my scene. This block out will later be filled with all the models to see if there would be anything missing in the scene.

Asset list
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FMP: Schedule

Firstly for organazation I have created a very general timeline structure to averagely see if I could do all the work I put on myself. Since this is only a general overview it is more difficult to really tell if I can manage everything since I don’t know how many assets I will be making but as I see it now I think it will work out.

After the general timeline I also created one where I can keep myself updated weekly. Below this text you can see a part of the schedule I made in excel. (this is only the first 2 weeks) per week I will do an update on the week after and then work on this accordingly. I will also put specific dates where I need to finish a certain part of the project (milestones)

And lastely as you see on the schedule I have worked on a part of the potential asset list. for now I have written down some of the assets that I for sure need in my project (like the violin). of course this list still needs a lot of other things but this is also depending on what specific room it will be in (the study room or the bedroom)

Click HERE to access the excel sheet

I have uploaded some visual inspiration as well on a padlet that categorizes the different assets accordingly,

Click HERE to access the padlet

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FMP: kickoff

We started off our FMP with a small presentation of our ideas or at least in what kind of direction we are going. I have many different ideas which makes it to where the vision of my FMP is still a bit unclear. For now I only know little bits of it. In the presentation I have told that I want to create a medieval/neo-gothic styled room which is either a study room or a bedroom with a balcony. and that I want these magical elements in the room which will be telling the story (history of the person who lived there. So you would see the different movements this character would make and follow this through the scene. (for example the violin would be playing by itself)

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Group

Group: Critical reflection

When looking back over this terms group project I can see that I have learned a lot of new things and thus gained a lot of experience. For this project I had taken on the role of Look Dev Artist and the shared role of the CG Lead, Shared together with Martyna who also was the CG Generalist (we had devided the role in her doing more for the lighting work and me taking on the role to overlook all the other Look Dev Artist and helping maintain the same look (communication)). This was a big task but something I would happily take a step in. during the project I have learned many different things like communucation, lead a group, rendering with passes and mostly also a start on learning how to create my own type of texture in substance.

First I want to take a look at the role of a Look Dev Artist, a Look Dev artist has the responsibilities to design, model and texture the specific assets that have been assigned to each individual. Our project theme was decided at the start, Steampunk, and had led me as a Look Dev Artist to do some insight on the specific look of a Steampunk aesthetic. I had 3 different models to make, a lamp, a chair and a couch. While taking in different inspiration I had realized that when creating the assets I had maintain a specific style to implement in all three of my assets. This was because I had looked at the models I made and tried to implement some of the parts in each model. This was all the models maintained their aesthetic and had a good steampunk look. Although through out the modelingand texturing process I had some trial and error Iam very pleased with the result aswell as all the new tools I had learned like better skill in modeling in maya, doing proper UV’s and learning the basics in Substance painter.

I also took on a leading role for the Look Dev Artist, due to this process I had realized that I was able to keep up with everybody work and make sure everybody in the team was maintaining the style that we had chosen. For this I had to make sure everybody was up to date on how everything should be looking. I had created a padlet on where everybody could post there references and process. An important part was also that we as CG Leads had chosen the color pallet in which everybody should stay. Looking back on the role of CG Lead it was a very stressful experience but also a big learning experience. As a CG lead that is more on the communicative side you have to stay in contact with all of your team members and be aware of everybody’s process as well as the CG generalist her process. I managed to be very organised during this process even though there are of course trial and errors.

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Group

Group: Final Steampunk

Term 3

this is the final work of the steampunk group project