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
Group

Week 2: Lamp [1]

For my group project, I have chosen to work on the Steampunk project. After some puzzling, we are now a team of 12. For this week we decided on the style by making a padlet where everyone can add what they think of when they think about steampunk.

To see the result of the Steampunk padlet you can click on this link: https://artslondon.padlet.org/rstolk0320221/moodboard-steampunk-xdzegqc9h6haeove

We also decided on our asset list and what everyone was going to make for the room we have been assigned to. Below you will see all the items we decided on (or had to make) and who the items are assigned to. Some have 3 assets as they asked for and some have 2 assets. Every look dev artist has at least 2 assets to make. Also the CG lead has chosen to also do 1 asset to add to our collection.

Asset tracking list

Looking at the list I started doing some research and found some references for a standing lamp. Using the search of finding a Steampunk lamp, these references you will see below this text:

From these 2 references I have gone to work on my Lamp asset, I mixed these two references together to get the specific standing lamp that I thought would look better in the scene. For example, when looking at the left lamp I preferred the more bigger foot stand with the bigger gas part. As for the left one I preferred the big lamp at the top.

So I started by making the bottom part of the leg. I had to redo this part a couple of times to make sure that my poly count would not be too much for the end result. I made the 2 parts different parts so that when I would be texturing it would be easier to look at the different parts of the model and give it the right texture.

After this, I started to create the pipes and see if I could connect these together in the way that I would like. As you can see in the 2 different images I also have done the pipes multiple times until I got the right shape for my model. The left one has thinner connecting parts and the right image has thicker ones. I created the straight pipe once, the bent pipe once, and the T pipe once and made it to where they all connect nicely into one another.

I went for a similar shape as the images but tried to combine the 2 shapes so the end part would connect nicely with the bottom part. I also started to add the parts of the lamp to see how I want to design that part and the first big gas meter onto the tubes.