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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

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Personal

Personal: Critical reflection

From the start my main goal for my personal was focusing on modeling and texturing, throughout my personal I worked on my model and learned a lot from it. This project was a lot of going back and forth on the design, while I was working on this project I had a lot of times where I had to redo certain parts of either the model or the lay out. I am happy with the end result of the temple with the vines on them, A difficult part of this project was also creating the mountain. This was more of an organic workflow that I still had to learn as well as that doing the texture on the mountain was quite challenging.

Looking back at my project I think there are some things that I would work more on or pay some more detail to. As an example I think the fog is a little bit to thick to where the temple disappears a bit. Also if I would have a bit longer I would have liked to composite more mountains in the background, I tried to shape this a bit by copying the mountain I had created and using this in the background as well. But overall I really enjoyed doing this project and creating all the different parts for it, I have learned a lot in this process.

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Personal Showreel

Personal: Final Temple

Term 3

Final result of my personal project

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Group Showreel

Group Project: STEAMPUNK

Term 3

This is a breakdown of a group project based around the theme Steampunk

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Personal Showreel

PERSONAL PROJECT SHOWREEL

Term 3

Showreel for the personal project I have done called ‘TEMPLE’

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Group

Week 11: Audio

Since our video was almost done we had to create some background noises for in our Steampunk project. Eddy had found some sounds and I had added some extra sounds to it and then I sat down with a version of our scene to create the noises that would display in the area. I had done this in premiere pro since I am slightly aware of how to work with the audios in this program.

For the audio I decided to go with some elements in the scene and used some audio for these elements. For example, we have a clock in the scene so you can hear the clock ticking, we have the hologram which would give off a hologram kind of sound and further in the scene you have a radio, this made me think of having some piano/jazz like music playing and also the Lamp I made had flickering lights which would give off a flickering ‘broken’ sound.

Other then these sounds I implemented some background noises like steam and machine workers as well as that when you get closer to the window you can hear the ‘space ambiance’ from outside.

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Personal

Personal: establishing shots and simulation

I am nearing the end of my personal project, As shown in my last post I had made the mountain and the rocks. These are two elements that I want to use that have a slight simulation on them. I created the rocks to let these drop down on the side of the temple and there will be dust flowing on the mountain (a very dusty area).

In the second test video you can also see that I have added dust in the scene. This dust comes up from the mountain and flows up towards the sky covering the temple in dust. and also below this text you can view some images with the dust flowing around in the scene.

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Group

Week 10: Finish line in sight

Look Dev Artist

As a look dev artist I had created all my assets, Mariana had send us a Template scene where we could present our work in our Breakdown (showreel video) I had used this template also to put my specific assets together since they fit well together as a nice set up, as shown in the video below.

CG Lead

Also as a CG Lead this was the final stretch. over the next few weeks I will be mainly busy with helping Martyna (CG generalist) out with the final details and pushing out the renders. This will still be with some trial and errors but so far we are on schedual

Everybody from my team had done their assets and send them to Martyna or me so we could place them in the scene.

Below you can see the schedule we have for the last few weeks. This includes the DMP (matte painting) and the last Compositing work. Which we had discussed with Gonzalo a few points to improve our scene in total.

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Personal

Personal: Mountain and Rocks

Now I moved on to creating the mountain for the scene and the rocks that will be simulated to fall down the Temple tower. I had some difficulty creating the mountain in maya. I would like to try and create the mountain in another way for next time. but when looking back the creation made with the textures feel quite aligned with my scene. Of course there can be many different ways of creating the mountain but for now I choose to play around and stick with the style I had created.

Tutorial video mountain

When looking at the substance painter file and at the file in maya I realized that the UV’s where a bit stretchy. I went back to the UV’s and made it to where the mountain is less stretchy and then I went into Substance painter and redid the bake on the mountain. Below this text you can also see the rocks I created for the simulation of the scene. These rocks will be falling on the side of the tower.

Tutorial video Rocks